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Command List — サイモンえーあい2016,07,09.zip ← Back to Overview

;========================================================================== ;コマンド関連ファイル ;========================================================================== ;プレイヤー操作の場合、「Trigger1 = 1;AI即起動スイッチ」で検索 ;「Trigger1 = 1;AI即起動スイッチ」を ;「Trigger1 = 0;AI即起動スイッチ」に切り替えをお願いします。 ; スーパーヒーロー『サイモン』のコマンドファイルです。 ;------------------------------------------------------------------------------ ;キーコンフィング [Remap] x = x ;Xボタンの入力判定を実際に押すボタンに割り当てる。 y = y ;Yボタン         〃 z = z ;Zボタン         〃 a = a ;Aボタン         〃 b = b ;Bボタン         〃 c = c ;Cボタン         〃 s = s ;スタートボタン      〃 ;------------------------------------------------------------------------------ ; デフォルト設定 [Defaults] command.time = 15 ;標準のコマンド入力受付時間。 ;各コマンドで省略している場合に有効。 ;このパラメータを消した場合、デフォルトは1フレームになる。 ;( M.U.G.E.Nでの1フレーム = 1/60秒 ) command.buffer.time = 1 ;標準のコマンド入力記憶時間。 ;入力した直後にコマンドを記憶し、 ;指を離してもコマンドが成功している状態を ;ここで設定した時間の分維持する。 ;1〜30フレームまでの間で設定可能。 ;デフォルトは1フレーム。 ;------------------------------------------------------------------------------ ; デフォルト設定 [Defaults] command.time = 15 ;標準のコマンド入力受付時間。 ;各コマンドで省略している場合に有効。 ;このパラメータを消した場合、デフォルトは1フレームになる。 ;( M.U.G.E.Nでの1フレーム = 1/60秒 ) command.buffer.time = 1 ;標準のコマンド入力記憶時間。 ;入力した直後にコマンドを記憶し、 ;指を離してもコマンドが成功している状態を ;ここで設定した時間の分維持する。 ;1〜30フレームまでの間で設定可能。 ;デフォルトは1フレーム。 ;------------------------------------------------------------------------------ ; コマンド設定 ;-| 超必殺技 |----------------------------------------------------------------- [Command] name = "ヒーローショウ" command = ~D, DB, B, b+y time = 20 [Command] name = "スタンガン" command = ~B, DB, D, DF, F, x+y time = 20 [Command] name = "グランドスラム" command = ~D, DF, F, a+x time = 20 [Command] name = "正義の刃" command = ~D, DB, B, x+y time = 20 [Command] name = "残像拳" command = ~D, DB, B, a+b time = 20 [Command] name = "投げるべし" command = ~D, DF, F, x+y time = 20 [Command] name = "リーサル注入" command = ~D, DF, F, a+b time = 20 [Command] name = "オンリーマイミュージック" command = ~D, D, s time = 20 ;-| 必殺技 |------------------------------------------------------------------- [Command] name = "サイモンキャッチ" command = ~D, DF, F, b+y [Command] name = "浴びせ蹴り弱" command = ~F, D, DF, a [Command] name = "浴びせ蹴り強" command = ~F, D, DF, b [Command] name = "鈍器弱" command = ~D, DF, F, a [Command] name = "鈍器強" command = ~D, DF, F, b [Command] name = "投石" command = ~D, DF, F, x [Command] name = "投石" command = ~D, DF, F, y [Command] name = "構え" command = ~D, DB, B, x [Command] name = "構えロング" command = ~D, DB, B, y [Command] name = "エスケープ" command = ~D, DB, B, b [Command] name = "前転" command = ~D, DB, B, a ;-| ダッシュ攻撃 |-------------------------------------------------------------- [Command] name = "ダッシュパンチ" command = y [Command] name = "ショルダータックル" command = x [Command] name = "ダッシュキック" command = a [Command] name = "スライディング" command = b ;-| レバー入れ強攻撃 |--------------------------------------------------------- [Command] name = "アッパー" command = /DF, y [Command] name = "ストレート" command = /F, y [Command] name = "屈ストレート" command = /DB, y [Command] name = "押し倒し" command = /B, y [Command] name = "膝蹴り" command = /F, b [Command] name = "サイモンボディプレス" command = /F, y [Command] name = "マントダイブ" command = /B, y [Command] name = "エアサッカーボールキック" command = /F, b [Command] name = "反動蹴り" command = /B, b [Command] name = "ショート挑発A" command = /F, s [Command] name = "ショート挑発B" command = /B, s [Command] name = "ショート挑発C" command = /D, s ;-| キー2回連続入力 |-------------------------------------------------------- [Command] name = "FF" ;必須コマンド名 command = F, F time = 10 [Command] name = "BB" ;必須コマンド名 command = B, B time = 10 ;-| 同時押し |----------------------------------------------------------------- [Command] name = "ポーション" command = a+x time = 1 [Command] name = "recovery" ;必須コマンド名 command = x+y time = 1 [Command] name = "グラップル" command = b+y time = 1 [Command] name = "チャージA" command = /a [Command] name = "チャージB" command = /b ;------------------------------------------------------------------------------ ;-| 方向キー+ボタン |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 ;------------------------------------------------------------------------------ ;-| ボタン単発 |--------------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "start" command = s time = 1 ;-| 防衛モード |----------------------------------------------------------------- [Command] name = "防衛モード3" command = /B, c [Command] name = "防衛モード2" command = /D, c [Command] name = "防衛モード1" command = c [Command] name = "防衛モード解除" command = ~c ;-| 後退り |--------------------------------------------------------------------- [Command] name = "後転起き上がり" command = /$B,z [Command] name = "後退り" command = z time = 1 [Command] name = "まだ寝ていたい" command = /z [Command] name = "起立キック" command = a [Command] name = "砂撒き" command = x [Command] name = "起立パンチ" command = y [Command] name = "跳ね起き" command = b [Command] name = "寝石" command = c ;-| 方向キー |----------------------------------------------------------------- [Command] name = "holdfwd" ;必須コマンド名 command = /$F time = 1 [Command] name = "holdback" ;必須コマンド名 command = /$B time = 1 [Command] name = "holdup" ;必須コマンド名 command = /$U time = 1 [Command] name = "holddown" ;必須コマンド名 command = /$D time = 1 ;------------------------------------------------------------------------------ ; ステートエントリーパート(技などを出せるようにするための条件を設定) [Statedef -1] ;←この行は絶対に消さないでね。必須項目です。 ;-| レバー入れや必殺技など上位攻撃の為のVar設定 |------------------------------ [State -1, 変数の例1];必殺技の発生条件リセット type = VarSet trigger1 = 1 var(1) = 0 [State -1, 変数の例2];必殺技の発生条件をチェック type = VarSet trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = stateno != 440 trigger2 = movecontact var(1) = 1 ;-| 超必殺技 |----------------------------------------------------------------- [State -1, ヒーローショウ];ゲージレベル2 type = ChangeState value = 6000 triggerall = var(54)<=0 triggerall = command = "ヒーローショウ" triggerall = power >= 2000 triggerall = statetype != A trigger1 = ctrl [State -1, スタンガン];ゲージレベル1 type = ChangeState value = 3600 triggerall = var(54)<=0 triggerall = command = "スタンガン" triggerall = power >= 1000 triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1020 || stateno = 1000 || stateno = 1010 || stateno = 1510 trigger2 = movecontact [State -1, グランドスラム【鈍器】];ゲージレベル2 type = ChangeState value = 3700 triggerall = var(54)<=0 triggerall = command = "グランドスラム" triggerall = power >= 2000 triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1020 || stateno = 1000 || stateno = 1010 || stateno = 1510 trigger2 = movecontact [State -1, 最速グランドスラム【鈍器】];ゲージレベル2 type = ChangeState value = 3710 triggerall = var(54)<=0 triggerall = command = "グランドスラム" triggerall = power >= 2000 triggerall = statetype != A trigger1 = stateno = 4001 || stateno = 4002 || stateno = 4003 || stateno = 4004 || stateno = 4005 || stateno = 4006 || stateno = 4007 || stateno = 4008 || stateno = 4009 [State -1, 正義の刃];ゲージレベル1 type = ChangeState value = 3500 triggerall = var(54)<=0 triggerall = command = "正義の刃" triggerall = power >= 1000 triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1020 || stateno = 1000 || stateno = 1010 || stateno = 1510 trigger2 = movecontact [State -1, 最速正義の刃];ゲージレベル1 type = ChangeState value = 3501 triggerall = var(54)<=0 triggerall = command = "正義の刃" triggerall = power >= 1000 triggerall = statetype != A trigger1 = stateno = 4001 || stateno = 4002 || stateno = 4003 || stateno = 4004 || stateno = 4005 || stateno = 4006 || stateno = 4007 || stateno = 4008 || stateno = 4009 [State -1, 残像拳];ゲージレベル1 type = ChangeState value = 4000 triggerall = var(54)<=0 triggerall = command = "残像拳" triggerall = statetype != A trigger1 = ctrl trigger1 = power >= 1000 trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1020 || stateno = 1000 || stateno = 1010 || stateno = 1510 trigger2 = movecontact trigger2 = power >= 1000 trigger3 = ctrl trigger3 = NumHelper(4760) = 1 trigger4 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1020 || stateno = 1000 || stateno = 1010 || stateno = 1510 trigger4 = movecontact trigger4 = NumHelper(4760) = 1 [State -1, エア残像拳];ゲージレベル1 type = ChangeState value = 4010 triggerall = var(54)<=0 triggerall = command = "残像拳" triggerall = statetype = A trigger1 = ctrl trigger1 = power >= 1000 trigger2 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640 || stateno = 650 || stateno = 660 || stateno = 1500 trigger2 = movecontact trigger2 = power >= 1000 trigger3 = stateno = 666 trigger3 = movecontact >= 2 trigger3 = power >= 1000 trigger4 = ctrl trigger4 = NumHelper(4760) = 1 trigger5 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640 || stateno = 650 || stateno = 660 || stateno = 1500 trigger5 = movecontact trigger5 = NumHelper(4760) = 1 trigger6 = stateno = 666 trigger6 = movecontact >= 2 trigger6 = NumHelper(4760) = 1 [State -1, サングラス投げ];ゲージレベル1 type = ChangeState value = 4200 triggerall = var(54)<=0 triggerall = command = "投げるべし" triggerall = power >= 1000 triggerall = statetype = A triggerall = NumHelper(4760) = 0 trigger1 = ctrl trigger2 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640 || stateno = 650 || stateno = 660 || stateno = 1500 trigger2 = movecontact trigger3 = stateno = 666 trigger3 = movecontact >= 2 [State -1, スタングレネード];ゲージレベル2 type = ChangeState value = 10100 triggerall = var(54)<=0 triggerall = command = "投げるべし" triggerall = power >= 2000 triggerall = statetype != A triggerall = Var(2) >= 1 trigger1 = ctrl trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1000 || stateno = 1010 || stateno = 1510 trigger2 = movecontact [State -1, リーサル注入];ゲージレベル3 type = ChangeState value = 4500 triggerall = var(54)<=0 triggerall = command = "リーサル注入" triggerall = power >= 3000 triggerall = statetype != A trigger1 = ctrl [State -1, スピードアップポーション];ゲージレベル0 type = ChangeState value = 20000 triggerall = var(54)<=0 triggerall = command = "ポーション" triggerall = statetype != A trigger1 = ctrl trigger1 = var(9) = 0 [State -1, ハイスピードポーション];ゲージレベル0 type = ChangeState value = 20010 triggerall = var(54)<=0 triggerall = command = "ポーション" triggerall = statetype != A triggerall = PalNo != 7 trigger1 = ctrl trigger1 = var(9) = 1 [State -1, バーサークポーション使用];ゲージレベル1 type = ChangeState value = 20020 triggerall = var(54)<=0 triggerall = command = "ポーション" triggerall = statetype != A triggerall = PalNo != 8 trigger1 = ctrl trigger1 = var(9) = 2 trigger1 = power >= 1000 [State -1, オンリーマイミュージック];ゲージレベル1 type = ChangeState value = 20100 triggerall = var(54)<=0 triggerall = command = "オンリーマイミュージック" triggerall = NumHelper(25005) = 0 trigger1 = var(1) trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1000 || stateno = 1010 || stateno = 1510 trigger2 = movecontact trigger3 = stateno = 1020 trigger3 = movecontact ;-| 必殺技 |----------------------------------------------------------------- [State -1, サイモンキャッチ];投げ技 type = ChangeState value = 870 triggerall = var(54)<=0 triggerall = command = "サイモンキャッチ" trigger1 = statetype = S trigger1 = ctrl [State -1, 浴びせ蹴り弱] type = ChangeState value = 1805 triggerall = var(54)<=0 triggerall = command = "浴びせ蹴り弱" trigger1 = var(1) trigger2 = command = "浴びせ蹴り弱" trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1000 || stateno = 1010 || stateno = 1510 trigger2 = movecontact trigger3 = command = "浴びせ蹴り弱" trigger3 = stateno = 1020 trigger3 = movecontact [State -1, 浴びせ蹴り強] type = ChangeState value = 1815 triggerall = var(54)<=0 triggerall = command = "浴びせ蹴り強" trigger1 = var(1) trigger2 = command = "浴びせ蹴り強" trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1000 || stateno = 1010 || stateno = 1510 trigger2 = movecontact trigger3 = command = "浴びせ蹴り強" trigger3 = stateno = 1020 trigger3 = movecontact [State -1, エア鈍器弱] type = ChangeState value = 1700 triggerall = var(54)<=0 triggerall = command = "鈍器弱" triggerall = NumProjID(1302) = 0 triggerall = fVar(1) > 0.107 trigger1 = ctrl trigger1 = statetype = A trigger2 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640 || stateno = 650 || stateno = 660 || stateno = 1500 trigger2 = movecontact trigger3 = stateno = 666 trigger3 = movecontact >= 2 [State -1, エア鈍器強] type = ChangeState value = 1750 triggerall = var(54)<=0 triggerall = command = "鈍器強" triggerall = NumProjID(1302) = 0 triggerall = fVar(1) > 0.107 trigger1 = ctrl trigger1 = statetype = A trigger2 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640 || stateno = 650 || stateno = 660 || stateno = 1500 trigger2 = movecontact trigger3 = stateno = 666 trigger3 = movecontact >= 2 [State -1, 鈍器弱] type = ChangeState value = 1400 triggerall = var(54)<=0 triggerall = command = "鈍器弱" trigger1 = var(1) trigger2 = command = "鈍器弱" trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1000 || stateno = 1010 || stateno = 1510 trigger2 = movecontact trigger3 = command = "鈍器弱" trigger3 = stateno = 1020 trigger3 = movecontact [State -1, 鈍器強] type = ChangeState value = 1450 triggerall = var(54)<=0 triggerall = command = "鈍器強" trigger1 = var(1) trigger2 = command = "鈍器強" trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1000 || stateno = 1010 || stateno = 1510 trigger2 = movecontact trigger3 = command = "鈍器強" trigger3 = stateno = 1020 trigger3 = movecontact [State -1, 投石] type = ChangeState value = 1300 triggerall = var(54)<=0 triggerall = command = "投石" triggerall = NumProjID(1302) = 0 trigger1 = var(1) trigger2 = command = "投石" trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1000 || stateno = 1010 || stateno = 1510 trigger2 = movecontact trigger3 = command = "投石" trigger3 = stateno = 1020 trigger3 = movecontact [State -1, エア投石] type = ChangeState value = 1350 triggerall = var(54)<=0 triggerall = command = "投石" triggerall = NumProjID(1302) = 0 triggerall = fVar(1) > 0.107 trigger1 = ctrl trigger1 = statetype = A trigger2 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640 || stateno = 650 || stateno = 660 || stateno = 1500 trigger2 = movecontact trigger3 = stateno = 666 trigger3 = movecontact >= 2 [State -1, 金剛壁の構え(甘え)] type = ChangeState value = 2500 triggerall = var(54)<=0 triggerall = command = "構え" triggerall = statetype != A triggerall = life >= 150 trigger1 = ctrl trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1000 || stateno = 1010 || stateno = 1510 trigger2 = movecontact [State -1, 金剛壁の構え(甘え)ミス] type = ChangeState value = 2550 triggerall = var(54)<=0 triggerall = command = "構え" triggerall = statetype != A triggerall = life <= 150 trigger1 = ctrl trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1000 || stateno = 1010 || stateno = 1510 trigger2 = movecontact [State -1, 金剛壁の構え(見切り)] type = ChangeState value = 2501 triggerall = var(54)<=0 triggerall = command = "構えロング" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1000 || stateno = 1010 || stateno = 1510 trigger2 = movecontact [State -1, エスケープ] type = ChangeState value = 1600 triggerall = var(54)<=0 triggerall = command = "エスケープ" trigger1 = var(1) trigger2 = command = "エスケープ" trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1000 || stateno = 1010 || stateno = 1510 trigger2 = movecontact trigger3 = command = "エスケープ" trigger3 = stateno = 1020 trigger3 = movecontact [State -1, 前転] type = ChangeState value = 1650 triggerall = var(54)<=0 triggerall = command = "前転" trigger1 = var(1) trigger2 = command = "前転" trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1000 || stateno = 1010 || stateno = 1510 trigger2 = movecontact trigger3 = command = "前転" trigger3 = stateno = 1020 trigger3 = movecontact ;-| ダッシュ攻撃 |-------------------------------------------------------------- [State -1, ダッシュパンチ] type = ChangeState value = 3000 triggerall = var(54)<=0 triggerall = command = "ダッシュパンチ" trigger1 = stateno = 100 [State -1, ショルダータックル] type = ChangeState value = 3010 triggerall = var(54)<=0 triggerall = command = "ショルダータックル" trigger1 = stateno = 100 [State -1, ダッシュキック] type = ChangeState value = 3020 triggerall = var(54)<=0 triggerall = command = "ダッシュキック" trigger1 = stateno = 100 [State -1, スライディング] type = ChangeState value = 3030 triggerall = var(54)<=0 triggerall = command = "スライディング" trigger1 = stateno = 100 ;-| 上位攻撃 |------------------------------------------------------------------ [State -1, アッパー] type = ChangeState value = 1020 triggerall = var(54)<=0 triggerall = command = "アッパー" trigger1 = var(1) trigger2 = command = "アッパー" trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1010 || stateno = 2150 trigger2 = movecontact [State -1, ストレート] type = ChangeState value = 1000 triggerall = var(54)<=0 triggerall = command = "ストレート" trigger1 = var(1) trigger2 = stateno = 2150 trigger2 = movecontact [State -1, 屈ストレート] type = ChangeState value = 1010 triggerall = var(54)<=0 triggerall = command = "屈ストレート" trigger1 = var(1) [State -1, 押し倒し] type = ChangeState value = 900 triggerall = var(54)<=0 triggerall = command = "押し倒し" trigger1 = var(1) trigger2 = stateno = 2150 trigger2 = movecontact [State -1, 膝蹴り] type = ChangeState value = 1510 triggerall = var(54)<=0 triggerall = command = "膝蹴り" trigger1 = var(1) trigger2 = stateno = 2150 trigger2 = movecontact [State -1, サイモンボディプレス] type = ChangeState value = 650 triggerall = var(54)<=0 triggerall = command = "サイモンボディプレス" trigger1 = statetype = A trigger1 = ctrl trigger2 = command = "サイモンボディプレス" trigger2 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640 trigger2 = movecontact trigger3 = stateno = 4011 || stateno = 4012 || stateno = 4013 || stateno = 4014 || stateno = 4015 || stateno = 4016 || stateno = 4017 || stateno = 4018 || stateno = 4019 [State -1, マントダイブ] type = ChangeState value = 660 triggerall = var(54)<=0 triggerall = command = "マントダイブ" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640 trigger2 = movecontact trigger3 = stateno = 4011 || stateno = 4012 || stateno = 4013 || stateno = 4014 || stateno = 4015 || stateno = 4016 || stateno = 4017 || stateno = 4018 || stateno = 4019 [State -1, エアサッカーボールキック] type = ChangeState value = 1500 triggerall = var(54)<=0 triggerall = command = "エアサッカーボールキック" trigger1 = statetype = A trigger1 = ctrl trigger2 = command = "エアサッカーボールキック" trigger2 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640 trigger2 = movecontact trigger3 = stateno = 4011 || stateno = 4012 || stateno = 4013 || stateno = 4014 || stateno = 4015 || stateno = 4016 || stateno = 4017 || stateno = 4018 || stateno = 4019 [State -1, 反動蹴り] type = ChangeState value = 666 triggerall = var(54)<=0 triggerall = command = "反動蹴り" trigger1 = statetype = A trigger1 = ctrl trigger2 = command = "反動蹴り" trigger2 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640 trigger2 = movecontact trigger3 = stateno = 4011 || stateno = 4012 || stateno = 4013 || stateno = 4014 || stateno = 4015 || stateno = 4016 || stateno = 4017 || stateno = 4018 || stateno = 4019 ;------------------------------------------------------------------------------ ; 移動関連 [State -1, 走る] type = ChangeState value = 100 triggerall = var(54)<=0 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl [State -1, バックステップ] type = ChangeState value = 105 triggerall = var(54)<=0 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ;-| 同時押し |----------------------------------------------------------------- [State -1, グラップル];投げ技 type = ChangeState value = 800 triggerall = var(54)<=0 triggerall = command = "グラップル" trigger1 = statetype = S trigger1 = ctrl [State -1, パワー溜め] type = ChangeState value = 700 triggerall = var(54)<=0 triggerall = command = "チャージA"&& command="チャージB" triggerall = power < 3000 trigger1 = statetype != A && ctrl ;-| 後退り |----------------------------------------------------------------- [State -1, 後退り] type = ChangeState value = 2000 triggerall = var(54)<=0 triggerall = statetype != A triggerall = stateno != 2000 triggerall = command = "後退り" triggerall = RoundState = 2 triggerall = alive = 1 trigger1 = statetype = L trigger2 = stateno = [140,155] trigger2 = power >= 500 [State -1, 後転起き上がり] type = ChangeState value = 2300 triggerall = var(54)<=0 triggerall = command = "後転起き上がり" trigger1 = stateno = 2000 trigger1 = power >= 100 [State -1, 起立] type = ChangeState value = 2020 triggerall = var(54)<=0 triggerall = command = "後退り" trigger1 = stateno = 2000 [State -1, 起立パンチ] type = ChangeState value = 2150 triggerall = var(54)<=0 triggerall = command = "起立パンチ" triggerall = power >= 100 trigger1 = stateno = 2000 trigger2 = stateno = 2100 trigger2 = movecontact [State -1, 起立キック] type = ChangeState value = 2100 triggerall = var(54)<=0 triggerall = command = "起立キック" triggerall = power >= 100 trigger1 = stateno = 2000 [State -1, 砂撒き] type = ChangeState value = 2050 triggerall = var(54)<=0 triggerall = command = "砂撒き" triggerall = power >= 300 trigger1 = stateno = 2000 trigger2 = stateno = 2100 trigger2 = movecontact [State -1, 跳ね起き] type = ChangeState value = 2110 triggerall = var(54)<=0 triggerall = command = "跳ね起き" triggerall = power >= 200 trigger1 = stateno = 2000 trigger2 = stateno = 2100 trigger2 = movecontact [State -1, 跳ね起きミス] type = ChangeState value = 2130 triggerall = var(54)<=0 triggerall = command = "跳ね起き" triggerall = power <= 200 trigger1 = stateno = 2000 trigger2 = stateno = 2100 trigger2 = movecontact [State -1, 寝石] type = ChangeState value = 2200 triggerall = var(54)<=0 triggerall = command = "寝石" triggerall = power >= 300 trigger1 = stateno = 2000 trigger2 = stateno = 2100 trigger2 = movecontact ;-| 防衛モード |----------------------------------------------------------------- [State -1, 防衛モード3] type = ChangeState value = 2800 triggerall = var(54)<=0 trigger1 = command = "防衛モード3" trigger1 = statetype != A && ctrl trigger2 = command = "holdback" trigger2 = stateno = 2600 trigger3 = command = "holdback" trigger3 = stateno = 2700 [State -1, 防衛モード2] type = ChangeState value = 2700 triggerall = var(54)<=0 trigger1 = command = "防衛モード2" trigger1 = statetype != A && ctrl trigger2 = command = "holddown" trigger2 = stateno = 2600 trigger3 = command = "holddown" trigger3 = stateno = 2800 [State -1, 防衛モード1] type = ChangeState value = 2600 triggerall = var(54)<=0 trigger1 = command = "防衛モード1" trigger1 = statetype != A && ctrl trigger2 = command = "holdfwd" trigger2 = stateno = 2700 trigger3 = command = "holdfwd" trigger3 = stateno = 2800 [State -1, スウェーフック] type = ChangeState value = 2620 triggerall = var(54)<=0 triggerall = stateno = 2610 trigger1 = command = "a" trigger2 = command = "b" trigger3 = command = "x" trigger4 = command = "y" [State -1, 反逆のアッパー] type = ChangeState value = 2660 triggerall = var(54)<=0 triggerall = stateno = 2650 trigger1 = command = "a" trigger2 = command = "b" trigger3 = command = "x" trigger4 = command = "y" [State -1, 女神の怒り] type = ChangeState value = 2720 triggerall = var(54)<=0 triggerall = stateno = 2710 trigger1 = command = "a" trigger2 = command = "b" trigger3 = command = "x" trigger4 = command = "y" [State -1, 迎撃ミサイル] type = ChangeState value = 2820 triggerall = var(54)<=0 triggerall = stateno = 2810 trigger1 = command = "a" trigger2 = command = "b" trigger3 = command = "x" trigger4 = command = "y" ;-| 通常攻撃 |----------------------------------------------------------------- [State -1, 対空アッパー] type = ChangeState value = 420 triggerall = var(54)<=0 triggerall = command = "y" trigger1 = stateno = 12 [State -1, 立ち弱パンチ] type = ChangeState value = 200 triggerall = var(54)<=0 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 trigger2 = time > 6 [State -1, 立ち強パンチ] type = ChangeState value = 210 triggerall = var(54)<=0 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430 || stateno = 2150 trigger2 = movecontact [State -1, 立ち弱キック] type = ChangeState value = 230 triggerall = var(54)<=0 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && time > 7 trigger3 = (stateno = 230) && time > 9 [State -1, 立ち強キック] type = ChangeState value = 240 triggerall = var(54)<=0 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 2150 trigger2 = movecontact [State -1, しゃがみ弱パンチ] type = ChangeState value = 400 triggerall = var(54)<=0 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 400 trigger2 = time > 5 trigger3 = stateno = 10 [State -1, しゃがみ強パンチ] type = ChangeState value = 410 triggerall = var(54)<=0 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430 trigger2 = movecontact trigger3 = stateno = 10 [State -1, しゃがみ弱キック] type = ChangeState value = 430 triggerall = var(54)<=0 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430) trigger2 = (time > 9) || (movecontact && time > 5) trigger3 = stateno = 10 [State -1, しゃがみ強キック] type = ChangeState value = 440 triggerall = var(54)<=0 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 400 || stateno = 410 || stateno = 430 trigger2 = movecontact trigger3 = stateno = 10 [State -1, ジャンプ弱パンチ] type = ChangeState value = 600 triggerall = var(54)<=0 triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 trigger2 = statetime >= 7 trigger3 = stateno = 4011 || stateno = 4012 || stateno = 4013 || stateno = 4014 || stateno = 4015 || stateno = 4016 || stateno = 4017 || stateno = 4018 || stateno = 4019 [State -1, ジャンプ強パンチ] type = ChangeState value = 610 triggerall = var(54)<=0 triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 trigger2 = movecontact trigger3 = stateno = 4011 || stateno = 4012 || stateno = 4013 || stateno = 4014 || stateno = 4015 || stateno = 4016 || stateno = 4017 || stateno = 4018 || stateno = 4019 [State -1, ジャンプ弱キック] type = ChangeState value = 630 triggerall = var(54)<=0 triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 trigger2 = movecontact trigger3 = stateno = 4011 || stateno = 4012 || stateno = 4013 || stateno = 4014 || stateno = 4015 || stateno = 4016 || stateno = 4017 || stateno = 4018 || stateno = 4019 [State -1, ジャンプ強キック] type = ChangeState value = 640 triggerall = var(54)<=0 triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 trigger2 = movecontact trigger3 = stateno = 4011 || stateno = 4012 || stateno = 4013 || stateno = 4014 || stateno = 4015 || stateno = 4016 || stateno = 4017 || stateno = 4018 || stateno = 4019 [State -1, ショート挑発A] type = ChangeState value = 7000 triggerall = var(54)<=0 triggerall = command = "ショート挑発A" trigger1 = var(1) trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1000 || stateno = 1010 || stateno = 1510 || stateno = 1400 trigger2 = movecontact trigger3 = stateno = 1020 trigger3 = movecontact [State -1, ショート挑発B] type = ChangeState value = 7010 triggerall = var(54)<=0 triggerall = command = "ショート挑発B" trigger1 = var(1) trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1000 || stateno = 1010 || stateno = 1510 || stateno = 1400 trigger2 = movecontact trigger3 = stateno = 1020 trigger3 = movecontact [State -1, ショート挑発C] type = ChangeState value = 7020 triggerall = var(54)<=0 triggerall = command = "ショート挑発C" trigger1 = var(1) trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1000 || stateno = 1010 || stateno = 1510 || stateno = 1400 trigger2 = movecontact trigger3 = stateno = 1020 trigger3 = movecontact [State -1, 挑発] type = ChangeState value = 195 triggerall = var(54)<=0 triggerall = command = "start" trigger1 = var(1) trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1000 || stateno = 1010 || stateno = 1510 trigger2 = movecontact trigger3 = stateno = 1020 trigger3 = movecontact [State -1, エア挑発] type = ChangeState value = 196 triggerall = var(54)<=0 triggerall = command = "start" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640 || stateno = 650 || stateno = 660 || stateno = 1500 trigger2 = movecontact trigger3 = stateno = 666 trigger3 = movecontact >= 2 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;AI------------------------------------------------------------------------- ;AI Command Check [State -1, AI Command]; Type = VarSet triggerall = Var(54)=0 && !isHelper Trigger1 = 1;AI即起動スイッチ V = 54 Value = 1 IgnoreHitPause = 1 [State 700, パワーゲージ増減] type = PowerAdd triggerall = var(54)>0 trigger1 = var(9) = 1 trigger2 = var(9) = 2 trigger3 = NumHelper(10100) = 1 trigger4 = NumHelper(25005) = 1 trigger5 = Life < 500 value = 1 [State 700, パワーゲージ増減] type = PowerAdd triggerall = var(54)>0 trigger1 = var(9) = 3 trigger2 = Life < 300 value = 2 [State 2000, 試合終了だ] type = ChangeState triggerall = var(54)>0 triggerall = statetype != A trigger1 = RoundState = 3 trigger1 = ctrl trigger1 = p2bodydist X = [100,500] value = 1300 [State 2000, 試合終了だ] type = ChangeState triggerall = var(54)>0 triggerall = statetype != A trigger1 = RoundState = 3 trigger1 = ctrl trigger1 = p2bodydist X = [-10,30] trigger1 = p2bodydist Y > -50 value = 250 [State 2000, 試合終了だ] type = ChangeState triggerall = var(54)>0 triggerall = statetype != A triggerall = roundstate = 3 trigger1 = ctrl trigger1 = MoveHit = 250 trigger2 = stateno = 250 trigger2 = movecontact value = 11115 [State 2000, 試合終了だ] type = ChangeState triggerall = var(54)>0 triggerall = statetype != A trigger1 = RoundState = 3 trigger1 = ctrl trigger1 = NumHelper(25005) = 0 value = 20103 [State -1, リンゴ砕くの諦めました] type = ChangeState value = 29921 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = life = 1000 trigger1 = RoundNo = 1 trigger1 = P2Name="cvsg_rugal"||P3Name ="cvsg_rugal"||P4Name ="cvsg_rugal" trigger1 = ctrl = 1 [State -1, エスケープ] type = ChangeState value = 1600 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = P2Name="James" trigger1 = p2stateno = 3992 trigger2 = p2stateno = 3661 trigger1 = ctrl = 1 [State -1, 金剛壁の構え(見切り)] type = ChangeState value = 2501 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = P2Name="James" triggerall = Var(2) >= 2 trigger1 = p2stateno = 1960 trigger1 = ctrl = 1 [State -1, 挑発] type = ChangeState value = 195 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = P2Name="James" trigger1 = p2stateno = 1960 trigger1 = ctrl = 1 [State 6530, とにかく連打!] type = VarAdd triggerall = var(54)>0 && roundstate = 2 triggerall = var(23) <= 51 triggerall = var(24) <= 51 triggerall = stateno = 6530 trigger1 = time = 640 || time = 645 || time = 650 || time = 655 || time = 660 || time = 665 || time = 670 || time = 675 || time = 680 || time = 685 || time = 690 || time = 695 trigger2 = time = 705 || time = 710 || time = 715 || time = 720 || time = 725 || time = 730 || time = 735 || time = 740 || time = 750 || time = 760 || time = 770 || time = 780 trigger3 = time = 790 || time = 795 || time = 800 || time = 810 || time = 820 || time = 830 || time = 835 || time = 840 || time = 850 || time = 860 || time = 870 || time = 880 trigger4 = time = 910 || time = 915 || time = 920 || time = 925 || time = 930 || time = 935 || time = 940 || time = 950 || time = 960 || time = 970 || time = 980 || time = 985 trigger5 = time = 1000 || time = 1005 || time = 1010 || time = 1015 || time = 1020 || time = 1025 || time = 1030 || time = 1035 || time = 1040 || time = 1045 trigger6 = time = 1050 || time = 1055 || time = 1060 || time = 1065 || time = 1070 || time = 1075 || time = 1080 || time = 1085 || time = 1090 || time = 1095 trigger7 = time = 1100 || time = 1110 || time = 1120 || time = 1130 trigger8 = time = 1140 || time = 1150 || time = 1160 || time = 1170 || time = 1180 || time = 1190 || time = 1200 || time = 1210 || time = 1220 || time = 1230 trigger9 = time = 1240 || time = 1250 || time = 1260 || time = 1270 || time = 1280 || time = 1290 || time = 1300 || time = 1310 || time = 1320 || time = 1330 trigger10 = time = 1340 || time = 1350 || time = 1360 || time = 1370 || time = 1380 || time = 1390 || time = 1400 || time = 1410 || time = 1420 || time = 1430 trigger11 = time = 1440 || time = 1450 || time = 1460 || time = 1470 || time = 1480 || time = 1490 || time = 1500 v = 23 value = 1 [State 6530, 音を鳴らす];シャーペンの芯出しのノック音 type = PlaySnd triggerall = var(54)>0 && roundstate = 2 triggerall = var(23) < 50 triggerall = var(24) < 50 triggerall = stateno = 6530 trigger1 = time = 640 || time = 645 || time = 650 || time = 655 || time = 660 || time = 665 || time = 670 || time = 675 || time = 680 || time = 685 || time = 690 || time = 695 trigger2 = time = 705 || time = 710 || time = 715 || time = 720 || time = 725 || time = 730 || time = 735 || time = 740 || time = 750 || time = 760 || time = 770 || time = 780 trigger3 = time = 790 || time = 795 || time = 800 || time = 810 || time = 820 || time = 830 || time = 835 || time = 840 || time = 850 || time = 860 || time = 870 || time = 880 trigger4 = time = 910 || time = 915 || time = 920 || time = 925 || time = 930 || time = 935 || time = 940 || time = 950 || time = 960 || time = 970 || time = 980 || time = 985 trigger5 = time = 1000 || time = 1005 || time = 1010 || time = 1015 || time = 1020 || time = 1025 || time = 1030 || time = 1035 || time = 1040 || time = 1045 trigger6 = time = 1050 || time = 1055 || time = 1060 || time = 1065 || time = 1070 || time = 1075 || time = 1080 || time = 1085 || time = 1090 || time = 1095 trigger7 = time = 1100 || time = 1110 || time = 1120 || time = 1130 trigger8 = time = 1140 || time = 1150 || time = 1160 || time = 1170 || time = 1180 || time = 1190 || time = 1200 || time = 1210 || time = 1220 || time = 1230 trigger9 = time = 1240 || time = 1250 || time = 1260 || time = 1270 || time = 1280 || time = 1290 || time = 1300 || time = 1310 || time = 1320 || time = 1330 trigger10 = time = 1340 || time = 1350 || time = 1360 || time = 1370 || time = 1380 || time = 1390 || time = 1400 || time = 1410 || time = 1420 || time = 1430 trigger11 = time = 1440 || time = 1450 || time = 1460 || time = 1470 || time = 1480 || time = 1490 || time = 1500 value = 60, 52 volume = 600 [State 6530, 音を鳴らす];シャーペンの芯出し雄叫び type = PlaySnd triggerall = var(54)>0 && roundstate = 2 triggerall = var(23) < 50 triggerall = var(24) < 50 triggerall = stateno = 6530 trigger1 = time = 800 value = 500, 22 volume = 600 [State 6140, 見切ってみせよ!] type = TargetLifeAdd triggerall = var(54)>0 && roundstate = 2 triggerall = stateno = 6140 trigger1 = time = [493,499] trigger1 = var(13) = 0 value = -100 [State 6140, よくぞ見切った!] type = PlaySnd triggerall = var(54)>0 && roundstate = 2 triggerall = stateno = 6140 trigger1 = time = [493,499] trigger1 = var(13) = 0 value = 2000, 0 volume = 250 [State 3210, 土俵際の魔術師] type = DefenceMulSet trigger1 = Life < 300 trigger2 = stateno = 1450 value = 0.5 ;[State -1,練習] ;type = ChangeState ;value = 11116 ;triggerall = var(54)>0 && roundstate = 2 ;triggerall = statetype != A ;trigger1 = ctrl = 1 ;[State -1,練習] ;type = ChangeState ;value = 11112 ;triggerall = var(54)>0 && roundstate = 2 ;triggerall = statetype = A ;trigger1 = stateno = 11112 ;trigger1 = time = 10 ;;;;;;;;;;;;;エラーコンボ [State -1, 残像拳];ゲージレベル1 type = ChangeState value = 34021 triggerall = NumHelper(6175) = 1 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = power >= 1100 trigger1 = ctrl = 1 [State -1, 鈍器弱] type = ChangeState value = 31403 triggerall = NumHelper(6175) = 1 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A trigger1 = p2movetype = H trigger1 = p2bodydist X = [-10,50] trigger1 = ctrl = 1 [State -1, 投石] type = ChangeState value = 1300 triggerall = NumHelper(6175) = 1 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A trigger1 = p2movetype = H trigger1 = ctrl = 1 ;;;;;;;;;;;;;;;;;;;; [State -1, 投げ] type = ChangeState value = 10801 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = p2stateno = [150,190] triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = power < 2000 trigger1 = p2movetype != H trigger1 = p2bodydist X = [-10,20] trigger1 = ctrl = 1 [State -1, ヒーローショウ];ゲージレベル2 type = ChangeState value = 6000 triggerall = var(54)>0 && roundstate = 2 triggerall = NumHelper(6175) = 0 triggerall = power >= 2000 triggerall = statetype != A triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = p2movetype != H triggerall = p2bodydist X = [-10,30] triggerall = ctrl = 1 trigger1 = life < 200 trigger2 = p2life < 200 [State -1, ヒーローショウ];ゲージレベル2 type = ChangeState value = 6000 triggerall = var(54)>0 && roundstate = 2 triggerall = NumHelper(6175) = 0 triggerall = power >= 2000 triggerall = statetype != A triggerall = p2stateno = [150,190] triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = p2movetype != H triggerall = p2bodydist X = [-10,50] trigger1 = ctrl = 1 ;trigger1 = life < 500 ;trigger2 = p2life < 500 [State -1, エアヒーローショウ];ゲージレベル2 type = ChangeState value = 6050 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype = A triggerall = p2statetype = A triggerall = power >= 2000 triggerall = life < 500 triggerall = NumHelper(6175) = 0 trigger1 = ctrl trigger1 = MoveHit = 10631 trigger2 = stateno = 10631 trigger2 = movecontact trigger3 = ctrl trigger3 = MoveHit = 630 trigger4 = stateno = 630 trigger4 = movecontact trigger5 = ctrl trigger5 = MoveHit = 660 trigger6 = stateno = 660 trigger6 = movecontact [State -1, エアヒーローショウ];ゲージレベル2 type = ChangeState value = 6050 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype = A triggerall = p2statetype = A triggerall = power >= 2000 triggerall = p2life < 500 triggerall = NumHelper(6175) = 0 trigger1 = ctrl trigger1 = MoveHit = 10631 trigger2 = stateno = 10631 trigger2 = movecontact trigger3 = ctrl trigger3 = MoveHit = 630 trigger4 = stateno = 630 trigger4 = movecontact trigger5 = ctrl trigger5 = MoveHit = 660 trigger6 = stateno = 660 trigger6 = movecontact [State -1, サイモンキャッチ];投げ技 type = ChangeState value = 870 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = TeamMode = simul triggerall = life = 1000 trigger1 = ctrl = 1 [State -1, オンリーマイミュージック];ゲージレベル1 type = ChangeState value = 20100 triggerall = var(54)>0 && roundstate = 2 triggerall = NumHelper(25005) = 0 triggerall = statetype != A triggerall = life = 1000 trigger1 = ctrl = 1 [State -1, スタングレネード];ゲージレベル2 type = ChangeState value = 20101 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = p2statetype != A triggerall = power >= 2000 triggerall = Var(2) >= 2 triggerall = life < 300 trigger1 = p2movetype != A trigger1 = p2bodydist X > 100 trigger1 = ctrl = 1 [State -1, エスケープ] type = ChangeState value = 1600 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A trigger1 = NumHelper(10100) = 1 trigger1 = ctrl = 1 [State 1810, 後退り移行] type = ChangeState triggerall = var(54)>0 && roundstate = 2 triggerall = stateno = 1810 trigger1 = AnimElem = 18 trigger1 = alive = 1 value = 2000 [State -1, エア鈍器強] type = ChangeState value = 1750 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype = A trigger1 = stateno = 15014 trigger1 = time = 1 [State -1, 防衛モード2] type = ChangeState value = 2700 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = p2statetype != A triggerall = ctrl = 1 triggerall = p2bodydist X = [0,50] trigger1 = p2stateno = [400,450] [State -1, ローキック] type = ChangeState value = 250 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype = L triggerall = statetype != A trigger1 = p2bodydist X = [-50,50] trigger1 = ctrl = 1 ;;;;;; [State -1, 後退り] type = ChangeState value = 2000 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = AnimElem = 18 trigger1 = stateno = 1800 trigger2 = stateno = 1810 trigger3 = stateno = 1900 trigger4 = stateno = 1910 trigger5 = stateno = 2700 trigger5 = time = 30 [State -1, 投石] type = ChangeState value = 31301 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = p2bodydist X = [100,500] triggerall= stateno = 500 trigger1 = AnimElem = 37 [State -1, 残像拳];ゲージレベル1 type = ChangeState value = 14001 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = NumHelper(4760) = 1 triggerall = p2stateno != [150,190] trigger1 = ctrl trigger1 = MoveHit = 530 trigger2 = stateno = 530 trigger2 = movecontact [State -1, 残像拳];ゲージレベル1 type = ChangeState value = 14001 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = NumHelper(4760) = 1 triggerall = p2stateno != [150,190] trigger1 = ctrl trigger1 = MoveHit = 12151 trigger2 = stateno = 12151 trigger2 = movecontact [State -1, 残像拳];ゲージレベル1 type = ChangeState value = 14001 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = NumHelper(4760) = 1 trigger1 = ctrl trigger1 = MoveHit = 530 trigger2 = stateno = 530 trigger2 = movecontact [State -1, ヒーローショウ];ゲージレベル2 type = ChangeState value = 6000 triggerall = var(54)>0 && roundstate = 2 triggerall = NumHelper(6175) = 0 triggerall = power >= 2000 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A triggerall = p2bodydist X = [-10,50] triggerall = AnimElem = 24 trigger1 = p2movetype = A trigger1 = stateno = 520 trigger2 = p2stateno = [150,190] trigger2 = stateno = 530 [State -1, 鈍器強] type = ChangeState value = 1450 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = life < 500 triggerall = p2stateno = [150,190] triggerall = power < 2000 trigger1 = ctrl trigger1 = MoveHit = 530 trigger2 = stateno = 530 trigger2 = movecontact [State -1, 押し倒し] type = ChangeState value = 10901 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = p2stateno = [150,190] triggerall = power < 2000 trigger1 = ctrl trigger1 = MoveHit = 530 trigger2 = stateno = 530 trigger2 = movecontact [State -1, ヒーローショウ];ゲージレベル2 type = ChangeState value = 6000 triggerall = var(54)>0 && roundstate = 2 triggerall = NumHelper(6175) = 0 triggerall = power >= 2000 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A triggerall = p2bodydist X = [-10,50] triggerall = life < 500 triggerall= stateno = 701 trigger1 = p2stateno = [200,500] trigger2 = p2movetype = A [State -1, ヒーローショウ];ゲージレベル2 type = ChangeState value = 6000 triggerall = var(54)>0 && roundstate = 2 triggerall = NumHelper(6175) = 0 triggerall = power >= 2000 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A triggerall = p2bodydist X = [-10,50] triggerall = p2life < 500 triggerall= stateno = 701 trigger1 = p2stateno = [200,500] trigger2 = p2movetype = A [State -1, ヒーローショウ];ゲージレベル2 type = ChangeState value = 6000 triggerall = var(54)>0 && roundstate = 2 triggerall = NumHelper(6175) = 0 triggerall = power >= 2000 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A triggerall = p2bodydist X = [-10,50] triggerall = life < 500 triggerall= stateno = 11114 trigger1 = p2stateno = [200,500] trigger2 = p2movetype = A [State -1, ヒーローショウ];ゲージレベル2 type = ChangeState value = 6000 triggerall = var(54)>0 && roundstate = 2 triggerall = NumHelper(6175) = 0 triggerall = power >= 2000 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A triggerall = p2bodydist X = [-10,50] triggerall = p2life < 500 triggerall= stateno = 11114 trigger1 = p2stateno = [200,500] trigger2 = p2movetype = A [State -1, ヒーローショウ];ゲージレベル2 type = ChangeState value = 6000 triggerall = var(54)>0 && roundstate = 2 triggerall = NumHelper(6175) = 0 triggerall = power >= 2000 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A triggerall = p2bodydist X = [-10,50] triggerall = stateno = 2000 triggerall = p2movetype = A trigger1 = life < 500 trigger2 = p2life < 500 [State -1, ヒーローショウ];ゲージレベル2 type = ChangeState value = 6000 triggerall = var(54)>0 && roundstate = 2 triggerall = NumHelper(6175) = 0 triggerall = power >= 2000 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A triggerall = p2bodydist X = [-30,50] trigger1 = stateno = 15015 [State -1, グランドスラム【鈍器】];ゲージレベル2 type = ChangeState value = 3700 triggerall = var(54)>0 && roundstate = 2 triggerall = power >= 2000 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A triggerall = p2bodydist X = [-10,100] triggerall = stateno = 11114 trigger1 = p2stateno = [200,500] trigger2 = p2movetype = A [State -1, スタンガン];ゲージレベル1 type = ChangeState value = 13601 triggerall = var(54)>0 && roundstate = 2 triggerall = power >= 1000 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A triggerall = p2bodydist X = [-10,100] triggerall = stateno = 11114 trigger1 = p2stateno = [200,500] trigger2 = p2movetype = A [State -1, 尺調節] type = ChangeState value = 11114 triggerall = power >= 2000 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A triggerall = p2bodydist X = [-10,30] triggerall = ctrl = 1 triggerall = p2movetype != H trigger1 = life < 700 trigger2 = p2life < 700 [State -1, スピードポーション];ゲージレベル0 type = ChangeState value = 20001 triggerall = var(54)>0 && roundstate = 2 trigger1 = ctrl = 1 trigger1 = power >= 1000 trigger1 = p2stateno = 5300 trigger1 = var(9) =0 trigger1 = life > 300 [State -1, ハイスピードポーション];ゲージレベル0 type = ChangeState value = 20011 triggerall = var(54)>0 && roundstate = 2 trigger1 = ctrl = 1 trigger1 = power >= 1000 trigger1 = p2stateno = 5300 trigger1 = var(9) = 1 trigger1 = life > 300 [State -1, バーサークポーション使用];ゲージレベル1 type = ChangeState value = 20021 triggerall = var(54)>0 && roundstate = 2 trigger1 = ctrl = 1 trigger1 = power >= 1000 trigger1 = p2stateno = 5300 trigger1 = var(9) = 2 trigger1 = life > 300 [State -1, しゃがみ弱パンチ] type = ChangeState value = 11401 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A trigger1 = p2bodydist X = [0,30] trigger1 = ctrl = 1 [State -1, しゃがみ弱キック] type = ChangeState value = 34301 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A trigger1 = ctrl trigger1 = MoveHit = 34001 trigger2 = stateno = 34001 trigger2 = movecontact [State -1, 対空アッパー] type = ChangeState value = 420 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A trigger1 = ctrl trigger1 = MoveHit = 34301 trigger2 = stateno = 34301 trigger2 = movecontact [State -1, アッパー] type = ChangeState value = 31021 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A trigger1 = ctrl trigger1 = MoveHit = 420 trigger2 = stateno = 420 trigger2 = movecontact [State -1, ストレート] type = ChangeState value = 31001 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = p2stateno != [150,190] trigger1 = ctrl trigger1 = MoveHit = 31021 trigger2 = stateno = 31021 trigger2 = movecontact [State -1, 鈍器弱] type = ChangeState value = 31401 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A trigger1 = ctrl trigger1 = MoveHit = 31001 trigger2 = stateno = 31001 trigger2 = movecontact [State -1, エスケープ] type = ChangeState value = 1600 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype = A triggerall = statetype != A trigger1 = p2bodydist X = [50,300] trigger1 = p2bodydist Y < -200 trigger1 = ctrl = 1 [State -1, 防衛モード1] type = ChangeState value = 12601 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype = A triggerall = statetype != A triggerall = p2movetype != H triggerall = p2movetype = A trigger1 = life < 300 trigger1 = p2bodydist X = [-20,100] trigger1 = ctrl = 1 [State -1, 鈍器強] type = ChangeState value = 1450 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype = A triggerall = statetype != A triggerall = p2movetype != H triggerall = p2movetype = A trigger1 = p2bodydist X = [-20,100] trigger1 = ctrl = 1 [State -1, ジャンプ] type = ChangeState value = 15007 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype = A triggerall = NumProjID(1302) = 0 triggerall = statetype != A trigger1 = p2bodydist X = [100,200] trigger1 = p2bodydist Y < -100 trigger1 = ctrl = 1 [State -1, 対空投石強] type = ChangeState value = 10561 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype = A triggerall = NumProjID(1302) = 0 triggerall = statetype != A trigger1 = p2bodydist X = [200,500] trigger1 = p2bodydist Y < -100 trigger1 = ctrl = 1 [State -1, 投石] type = ChangeState value = 1300 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype = A triggerall = statetype != A triggerall = p2movetype = H trigger1 = p2bodydist X = [100,200] trigger1 = ctrl = 1 [State -1, 尺調節] type = ChangeState value = 11114 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = power >= 2000 triggerall = statetype != A triggerall = p2movetype != H trigger1 = p2bodydist X = [0,50] trigger1 = ctrl = 1 [State -1, ランニング] type = ChangeState value = 15003 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A triggerall = p2movetype != A triggerall = p2bodydist X > 100 triggerall = ctrl = 1 trigger1 = var(9) = 3 trigger2 = var(9) = 2 [State -1, ジャンプ] type = ChangeState value = 15001 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = p2bodydist X > 150 triggerall = ctrl = 1 trigger1 = var(9) = 3 trigger2 = NumHelper(4760) = 1 [State -1, エア投石] type = ChangeState value = 21351 triggerall = var(54)>0 && roundstate = 2 trigger1 = stateno = 15002 trigger1 = time = 2 [State -1, スタンガン];ゲージレベル1 type = ChangeState value = 13601 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = power >= 1000 triggerall = var(9) = 0 triggerall = p2stateno != [150,190] trigger1 = ctrl trigger1 = MoveHit = 530 trigger2 = stateno = 530 trigger2 = movecontact [State -1, 残像拳];ゲージレベル1 type = ChangeState value = 14001 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = power >= 1000 trigger1 = ctrl trigger1 = MoveHit = 530 trigger2 = stateno = 530 trigger2 = movecontact [State -1, 立ちキック] type = ChangeState value = 10215 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = var(9) = 3 trigger1 = ctrl trigger1 = MoveHit = 10214 trigger2 = stateno = 10214 trigger2 = movecontact [State -1, 立ち強キック] type = ChangeState value = 10216 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = var(9) = 3 trigger1 = ctrl trigger1 = MoveHit = 10215 trigger2 = stateno = 10215 trigger2 = movecontact [State -1, アッパー] type = ChangeState value = 10211 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = var(9) = 3 triggerall = p2bodydist X < 30 trigger1 = ctrl trigger1 = MoveHit = 10216 trigger2 = stateno = 10216 trigger2 = movecontact [State -1, 寝石] type = ChangeState value = 12201 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = var(9) = 3 trigger1 = stateno = 2000 [State -1, 寝石] type = ChangeState value = 12201 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A trigger1 = p2movetype = H trigger1 = stateno = 2000 [State -1, バックジャンプ] type = ChangeState value = 15002 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A trigger1 = p2movetype = H trigger1 = p2bodydist X < 100 trigger1 = ctrl = 1 trigger1 = var(9) = 3 [State -1, バックジャンプ] type = ChangeState value = 15002 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A triggerall = power < 2000 triggerall = life < 300 trigger1 = BackEdgeBodyDist > 50 trigger1 = p2bodydist X = [50,200] trigger1 = ctrl = 1 [State -1, パワー溜め] type = ChangeState value = 701 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A triggerall = power < 2000 triggerall = life < 300 trigger1 = p2bodydist X = [150,500] trigger1 = ctrl = 1 [State -1, ジャンプ] type = ChangeState value = 15005 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A trigger1 = p2movetype = H trigger1 = p2bodydist X > 100 trigger1 = ctrl = 1 trigger1 = var(9) = 3 [State -1, 投石] type = ChangeState value = 1350 triggerall = var(54)>0 && roundstate = 2 triggerall = stateno = 15005 trigger1 = var(9) = 3 trigger1 = time = 10 [State -1, ダッシュキック] type = ChangeState value = 13021 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A triggerall = p2movetype != A triggerall = p2bodydist X = [20,50] triggerall = stateno = 15003 trigger1 = var(9) = 3 trigger2 = var(9) = 2 trigger3 = NumHelper(4760) = 1 [State -1, バックジャンプ] type = ChangeState value = 15002 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A trigger1 = p2movetype = A trigger1 = stateno = 15003 trigger2 = stateno = 250 trigger2 = AnimElem = 12 [State -1, コンボ2] type = ChangeState value = 11401 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = var(9) = 3 trigger1 = ctrl trigger1 = MoveHit = 3020 trigger2 = stateno = 3020 trigger2 = movecontact [State -1, 時間稼ぎ] type = ChangeState value = 17004 triggerall = var(54)>0 && roundstate = 2 triggerall = power >= 2000 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A triggerall = p2stateno = [150,190] triggerall = life < 700 trigger1 = ctrl trigger1 = MoveHit = 11401 trigger2 = stateno = 11401 trigger2 = movecontact [State -1, 時間稼ぎ] type = ChangeState value = 17004 triggerall = var(54)>0 && roundstate = 2 triggerall = power >= 2000 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A triggerall = p2stateno = [150,190] triggerall = p2life < 700 trigger1 = ctrl trigger1 = MoveHit = 11401 trigger2 = stateno = 11401 trigger2 = movecontact [State -1, チョップ] type = ChangeState value = 10271 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A trigger1 = ctrl trigger1 = MoveHit = 11401 trigger2 = stateno = 11401 trigger2 = movecontact [State -1, 地獄突き] type = ChangeState value = 10281 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A trigger1 = ctrl trigger1 = MoveHit = 10271 trigger2 = stateno = 10271 trigger2 = movecontact [State -1, ヒーローショウ];ゲージレベル2 type = ChangeState value = 17004 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = p2bodydist X < 30 triggerall = power >= 2000 triggerall = p2life < 500 trigger1 = ctrl trigger1 = MoveHit = 10281 trigger2 = stateno = 10281 trigger2 = movecontact [State -1, コンボ、立ち強パンチ] type = ChangeState value = 10213 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A trigger1 = ctrl trigger1 = MoveHit = 10281 trigger2 = stateno = 10281 trigger2 = movecontact [State -1, ヒーローパンチEX];ゲージレベル0.3 type = ChangeState value = 530 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A trigger1 = ctrl trigger1 = MoveHit = 10213 trigger2 = stateno = 10213 trigger2 = movecontact [State -1, パワー溜め] type = ChangeState value = 701 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = power < 2000 triggerall = p2bodydist X > 50 triggerall = p2movetype != A triggerall = ctrl = 1 trigger1 = var(9) = 0 trigger2 = var(9) = 1 trigger3 = var(9) = 2 ;;;;;;;;;;;;;;;; [State -1, 対空アッパー] type = ChangeState value = 420 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype = A triggerall = statetype != A triggerall = p2movetype = H triggerall = p2bodydist X < 50 triggerall = ctrl = 1 trigger1 = FrontEdgeDist < 50 trigger1 = p2bodydist Y < -10 trigger1 = p2bodydist Y > -50 [State -1, ストラクトキック] type = ChangeState value = 500 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A trigger1 = ctrl trigger1 = MoveHit = 250 trigger2 = stateno = 250 trigger2 = movecontact ;;;;;画面端〆 [State -1, アッパー] type = ChangeState value = 1020 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype = A triggerall = statetype != A triggerall = p2movetype = H triggerall = p2bodydist X < 50 triggerall = ctrl = 1 trigger1 = FrontEdgeDist < 50 trigger1 = p2bodydist Y < -50 [State -1, 鈍器弱] type = ChangeState value = 13001 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A trigger1 = ctrl trigger1 = MoveHit = 1020 trigger2 = stateno = 1020 trigger2 = movecontact [State -1, 鈍器弱] type = ChangeState value = 13001 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype = A triggerall = statetype != A triggerall = p2movetype = H triggerall = p2bodydist X < 50 triggerall = ctrl = 1 trigger1 = FrontEdgeDist < 50 trigger1 = p2bodydist Y < -10 [State -1, 残像拳];ゲージレベル1 type = ChangeState value = 24001 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype = A triggerall = statetype != A triggerall = NumHelper(4760) = 1 trigger1 = p2movetype = H trigger1 = p2bodydist X < 100 trigger1 = ctrl = 1 [State -1, ジャンプ] type = ChangeState value = 15005 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype = A triggerall = statetype != A triggerall = NumHelper(4760) = 1 trigger1 = p2movetype = H trigger1 = p2bodydist X < 100 trigger1 = ctrl = 1 [State -1, 鈍器弱] type = ChangeState value = 1400 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype = A triggerall = statetype != A triggerall = NumHelper(4760) = 0 triggerall = NumProjID(1302) = 3 trigger1 = p2movetype = H trigger1 = p2bodydist X < 100 trigger1 = ctrl = 1 [State -1, ジャンプ] type = ChangeState value = 15008 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype = A triggerall = statetype != A triggerall = NumHelper(4760) = 0 trigger1 = p2movetype = H trigger1 = p2bodydist X < 100 trigger1 = ctrl = 1 [State -1, ジャンプ弱キック] type = ChangeState value = 630 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype = A triggerall = stateno = 15008 trigger1 = FrontEdgeDist < 100 [State -1, エア投石] type = ChangeState value = 1350 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype = A triggerall = stateno = 15008 trigger1 = FrontEdgeDist < 100 [State -1, エア鈍器弱] type = ChangeState value = 17011 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype = A triggerall = stateno = 15008 trigger1 = time = 5 [State -1, 後退り] type = ChangeState value = 2000 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A trigger1 = p2movetype != H trigger1 = p2bodydist X = [20,50] trigger1 = ctrl = 1 [State -1, 残像拳];ゲージレベル1 type = ChangeState value = 14001 triggerall = var(54)>0 && roundstate = 2 triggerall = NumHelper(4760) = 1 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A trigger1 = p2movetype = H trigger1 = p2bodydist X = [20,50] trigger1 = ctrl = 1 [State -1, ジャンプ] type = ChangeState value = 15012 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A trigger1 = p2movetype = H trigger1 = p2bodydist X = [20,50] trigger1 = ctrl = 1 [State -1, 前転] type = ChangeState value = 1650 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = power > 2000 triggerall = p2bodydist X = [50,100] triggerall = ctrl = 1 trigger1 = p2movetype = A trigger2 = inguarddist [State -1, 前転] type = ChangeState value = 1650 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = stateno = 15015 trigger1 = p2movetype = A trigger2 = inguarddist trigger3 = p2statetype = A [State -1, ランニング] type = ChangeState value = 15015 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A triggerall = power > 2000 triggerall = life < 500 trigger1 = p2movetype != A trigger1 = p2bodydist X = [50,100] trigger1 = ctrl = 1 [State -1, ジャンプ] type = ChangeState value = 15007 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A triggerall = power > 2000 trigger1 = p2bodydist X = [100,150] trigger1 = ctrl = 1 [State -1, バックジャンプ] type = ChangeState value = 15002 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A trigger1 = FrontEdgeDist > 50 trigger1 = p2bodydist X = [50,100] trigger1 = ctrl = 1 [State -1, 防衛モード1] type = ChangeState value = 12601 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype = A triggerall = statetype != A trigger1 = p2movetype = A trigger1 = p2bodydist X = [-20,50] trigger1 = ctrl = 1 [State -1, 後退り] type = ChangeState value = 2000 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype = A triggerall = statetype != A trigger1 = p2bodydist X = [-20,100] trigger1 = ctrl = 1 [State -1, エスケープ] type = ChangeState value = 1600 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A trigger1 = p2movetype = A trigger1 = stateno = 11011 [State -1, 寝石] type = ChangeState value = 12201 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A trigger1 = p2bodydist X > 100 trigger1 = stateno = 2000 [State -1, 跳ね起き] type = ChangeState value = 12121 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A triggerall = p2bodydist X = [-20,50] triggerall = stateno = 2000 trigger1 = p2stateno = [200,500] trigger2 = p2movetype = A [State -1, 前転] type = ChangeState value = 11651 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = p2bodydist X = [50,100] triggerall = stateno = 2000 triggerall = BackEdgeBodyDist < 50 trigger1 = p2movetype = A trigger2 = inguarddist [State -1, 後転起き上がり] type = ChangeState value = 12301 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = p2bodydist X = [0,50] triggerall = stateno = 2000 trigger1 = p2movetype = A trigger2 = inguarddist [State -1, 後転起き上がり] type = ChangeState value = 12301 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = p2bodydist X = [50,100] triggerall = stateno = 2000 triggerall = time = 10 trigger1 = p2movetype = A trigger2 = inguarddist [State -1, エスケープ] type = ChangeState value = 1600 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = p2bodydist X = [-20,50] triggerall = stateno = 12301 trigger1 = BackEdgeBodyDist < 20 trigger1 = p2movetype = A trigger1 = AnimElem = 16 [State -1, 後退り] type = ChangeState value = 2000 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = p2bodydist X = [-20,50] triggerall = stateno = 12301 trigger1 = p2movetype = A trigger1 = AnimElem = 16 [State -1, 起立キック] type = ChangeState value = 12101 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A trigger1 = p2movetype != A trigger1 = p2bodydist X = [0,100] trigger1 = stateno = 2000 [State -1, 起立パンチ] type = ChangeState value = 12151 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A trigger1 = p2bodydist X = [0,20] trigger1 = ctrl trigger1 = MoveHit = 12101 trigger2 = stateno = 12101 trigger2 = movecontact [State -1, 跳ね起き] type = ChangeState value = 12121 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A triggerall = p2bodydist X = [-50,50] triggerall = stateno = 2000 trigger1 = p2stateno = [200,500] [State -1, 寝石] type = ChangeState value = 12201 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A trigger1 = ctrl trigger1 = MoveHit = 12101 trigger2 = stateno = 12101 trigger2 = movecontact [State -1, 後転起き上がり] type = ChangeState value = 12301 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A trigger1 = p2bodydist X < 50 trigger1 = BackEdgeBodyDist > 50 trigger1 = time = 30 trigger1 = stateno = 2000 [State -1, スタンガン];ゲージレベル1 type = ChangeState value = 13601 triggerall = var(54)>0 && roundstate = 2 triggerall = power < 1000 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A triggerall = p2stateno != [150,190] trigger1 = stateno = 2120 trigger1 = AnimElem = 18 trigger1 = p2bodydist X < 50 [State -1, 鈍器弱] type = ChangeState value = 13001 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A triggerall = var(1) trigger1 = p2movetype = H trigger1 = p2stateno = [120,190] trigger1 = p2bodydist X < 30 trigger1 = ctrl = 1 [State -1, 前転] type = ChangeState value = 11651 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = ctrl = 1 trigger1 = p2bodydist X = [50,100] trigger1 = life < 200 trigger2 = stateno = 15003 [State -1, ジャンプ] type = ChangeState value = 15007 triggerall = var(54)>0 && roundstate = 2 triggerall = NumProjID(1302) = 0 triggerall = var(1) triggerall = p2statetype = A triggerall = statetype != A trigger1 = p2movetype != A trigger1 = p2bodydist X = [100,200] trigger1 = ctrl = 1 [State -1, 対空投石強] type = ChangeState value = 10561 triggerall = var(54)>0 && roundstate = 2 triggerall = NumProjID(1302) = 0 triggerall = var(1) triggerall = p2statetype = A triggerall = statetype != A trigger1 = p2movetype != A trigger1 = p2bodydist X = [200,500] trigger1 = ctrl = 1 [State -1, 投石] type = ChangeState value = 11301 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない trigger1 = p2movetype != A trigger1 = p2bodydist X = [100,150] trigger1 = ctrl = 1 [State -1, 投石] type = ChangeState value = 11301 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A trigger1 = p2movetype != A trigger1 = p2bodydist X = [150,200] trigger1 = ctrl = 1 [State -1, 前転] type = ChangeState value = 11651 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A trigger1 = p2movetype != A trigger1 = p2bodydist X > 200 trigger1 = ctrl = 1 [State -1, マントダイブ] type = ChangeState value = 660 triggerall = var(54)>0 && roundstate = 2 trigger1 = time = 2 trigger1 = stateno = 15013 [State -1, マントダイブ] type = ChangeState value = 660 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype = A trigger1 = time = 10 trigger1 = stateno = 15007 [State -1, マントダイブ] type = ChangeState value = 660 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype = A trigger1 = time = 2 trigger1 = p2bodydist X > 150 trigger1 = stateno = 15007 [State -1, ジャンプ弱キック] type = ChangeState value = 10631 triggerall = var(54)>0 && roundstate = 2 trigger1 = time = 10 trigger1 = stateno = 15007 [State -1, ジャンプ強キック] type = ChangeState value = 10641 triggerall = var(54)>0 && roundstate = 2 trigger1 = ctrl trigger1 = MoveHit = 10631 trigger2 = stateno = 10631 trigger2 = movecontact [State -1, サイモンボディプレス] type = ChangeState value = 650 triggerall = var(54)>0 && roundstate = 2 trigger1 = ctrl trigger1 = MoveHit = 10641 trigger2 = stateno = 10641 trigger2 = movecontact [State -1, エア投石] type = ChangeState value = 1350 triggerall = var(54)>0 && roundstate = 2 trigger1 = ctrl trigger1 = MoveHit = 650 trigger2 = stateno = 650 trigger2 = movecontact [State -1, ランニング] type = ChangeState value = 15003 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A trigger1 = p2movetype != A trigger1 = p2bodydist X > 150 trigger1 = ctrl = 1 [State -1, スライディング] type = ChangeState value = 13031 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype != A triggerall = statetype != A triggerall = p2movetype != A triggerall = p2bodydist X > 20 triggerall = stateno = 15003 trigger1 = var(9) = 0 trigger2 = var(9) = 1 trigger3 = var(9) = 2 [State -1, ジャンプ] type = ChangeState value = 15001 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = p2movetype = A trigger1 = stateno = 15003 [State -1, 防衛モード3] type = ChangeState value = 12801 triggerall = Alive && RoundState = 2 triggerall = p2statetype != A triggerall = inguarddist trigger1 = p2bodydist X> 150 trigger1 = statetype != A && ctrl [State -1, ランニング] type = ChangeState value = 15003 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A trigger1 = p2movetype = H trigger1 = p2bodydist X = [50,100] trigger1 = BackEdgeBodyDist > 50 trigger1 = ctrl = 1 [State -1, 投石] type = ChangeState value = 1300 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A trigger1 = p2movetype = H trigger1 = p2bodydist X = [100,300] trigger1 = ctrl = 1 [State -1, 鈍器強] type = ChangeState value = 1450 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A trigger1 = p2movetype = H trigger1 = p2bodydist X < 100 trigger1 = ctrl = 1 [State -1,ローキック] type = ChangeState value = 250 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype = L triggerall = statetype != A trigger1 = p2bodydist X = [-10,30] trigger1 = ctrl = 1 [State -1, 鈍器強] type = ChangeState value = 1450 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype = L triggerall = statetype != A trigger1 = p2bodydist X = [-50,50] trigger1 = BackEdgeBodyDist > 100 trigger1 = ctrl = 1 ;;;;;; [State -1, 浴びせ蹴り弱] type = ChangeState value = 1805 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype = L triggerall = statetype != A trigger1 = p2bodydist X = [-50,100] trigger1 = ctrl = 1 [State -1, ジャンプ強キック] type = ChangeState value = 20641 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype = A trigger1 = stateno = 15012 trigger1 = time = 2 [State -1, 反動蹴り] type = ChangeState value = 666 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype = A triggerall = p2stateno = [150,190] trigger1 = ctrl trigger1 = MoveHit = 20641 trigger2 = stateno = 20641 trigger2 = movecontact [State -1, エアサッカーボールキック] type = ChangeState value = 1500 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype = A trigger1 = ctrl trigger1 = MoveHit = 20641 trigger2 = stateno = 20641 trigger2 = movecontact [State -1, エア投石] type = ChangeState value = 1350 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype = A triggerall = FrontEdgeDist > 50 trigger1 = ctrl trigger1 = MoveHit = 1500 trigger2 = stateno = 1500 trigger2 = movecontact [State -1, 投石] type = ChangeState value = 11302 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype = L triggerall = statetype != A trigger1 = p2bodydist X = [50,150] trigger1 = ctrl = 1 [State -1, 投石] type = ChangeState value = 1300 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype = L triggerall = statetype != A trigger1 = p2bodydist X = [150,300] trigger1 = ctrl = 1 [State -1, オンリーマイミュージック];ゲージレベル1 type = ChangeState value = 20100 triggerall = NumHelper(25005) = 0 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = life > 1000 triggerall = power >= 2000 trigger1 = ctrl = 1 trigger1 = var(1) [State -1, サイモンキャッチ];投げ技 type = ChangeState value = 870 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A triggerall = life > 800 trigger1 = Random <= 500 trigger1 = p2bodydist X < 30 trigger1 = TeamMode = Simul trigger1 = ctrl = 1 [State -1, ヒーローショウ];ゲージレベル2 type = ChangeState value = 6000 triggerall = var(54)>0 && roundstate = 2 triggerall = NumHelper(6175) = 0 triggerall = power >= 2000 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A triggerall = p2bodydist X = [-10,50] triggerall = p2movetype != H trigger1 = p2movetype = A trigger1 = stateno = 15011 [State -1, スライディング] type = ChangeState value = 13031 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A trigger1 = p2bodydist X > 30 trigger1 = stateno = 15011 [State -1, ダッシュキック] type = ChangeState value = 3020 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = stateno = 1501 trigger1 = p2bodydist X = [50,100] trigger1 = time = 8 trigger1 = time = 12 [State -1, リーサル注入];ゲージレベル3 type = ChangeState value = 4500 triggerall = power >= 3000 triggerall = var(54)>0 && roundstate = 2 triggerall = Alive triggerall = inguarddist triggerall = statetype != A triggerall = p2bodydist X = [100,150] trigger1 = p2movetype != H trigger1 = ctrl = 1 [State -1, グランドスラム【鈍器】];ゲージレベル2 type = ChangeState value = 3700 triggerall = power >= 2000 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A triggerall = p2bodydist X = [-10,50] triggerall = life > 500 triggerall = inguarddist trigger1 = ctrl = 1 [State -1, スタンガン];ゲージレベル1 type = ChangeState value = 13601 triggerall = power >= 1000 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A triggerall = p2bodydist X = [-10,30] triggerall = inguarddist trigger1 = ctrl = 1 [State -1, ヒーローショウ];ゲージレベル2 type = ChangeState value = 6000 triggerall = power >= 2000 triggerall = var(54)>0 && roundstate = 2 triggerall = NumHelper(6175) = 0 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A triggerall = p2bodydist X = [-10,30] trigger1 = p2movetype != H trigger1 = p2movetype = A trigger1 = ctrl = 1 [State -1, エア挑発] type = ChangeState value = 196 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype = A triggerall = time = 30 trigger1 = ctrl trigger1 = MoveHit = 666 trigger2 = stateno = 666 trigger2 = movecontact [State -1, 防衛モード2] type = ChangeState value = 2700 triggerAll = Alive && RoundState = 2 triggerall = p2statetype = C triggerall = inguarddist triggerall = p2bodydist X < 100 triggerall = statetype != A && ctrl trigger1 = life > 700 trigger2 = p2life < 200 [State -1, 防衛モード1] type = ChangeState value = 12601 triggerall = Alive && RoundState = 2 triggerall = p2statetype = C triggerall = inguarddist trigger1 = statetype != A && ctrl [State -1, 前転] type = ChangeState value = 11651 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype = A triggerall = statetype != A triggerall = life < 300 trigger1 = p2bodydist X = [0,100] trigger1 = p2movetype = A trigger1 = ctrl = 1 ;ガード [State -1] type = ChangeState value = 131 triggerall = Alive && RoundState = 2 triggerall = p2statetype = C triggerall = inguarddist trigger1 = statetype != A && ctrl ;屈みガード [State -1] type = ChangeState value = 131 triggerAll = Alive && RoundState = 2 triggerall = p2statetype = C triggerall = inguarddist trigger1 = statetype != A && ctrl ;空中ガード [State -1] type = ChangeState value = 132 triggerAll = Alive && RoundState = 2 triggerall = inguarddist trigger1 = statetype = A && ctrl [State -1, エア投石] type = ChangeState value = 1350 triggerAll = Alive && RoundState = 2 trigger1 = statetype = A && ctrl [State -1, エスケープ] type = ChangeState value = 1600 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = p2stateno = [400,440] trigger1 = stateno = 2501 trigger2 = stateno = 2600 [State -1, 防衛モード3] type = ChangeState value = 12801 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A triggerall = p2movetype = A triggerall = p2bodydist X > 150 trigger1 = stateno = 2000 trigger2 = stateno = 20000 trigger3 = stateno = 20010 trigger4 = stateno = 20020 [State -1, バックジャンプ] type = ChangeState value = 15002 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A trigger1 = p2movetype = A trigger1 = p2bodydist X < 100 trigger1 = stateno = 12801 [State -1, 反逆のアッパー] type = ChangeState value = 2660 triggerall = stateno = 2650 triggerall = var(54)>0 && roundstate = 2 triggerall = p2bodydist X = [-10,20] trigger1 = statetype != A [State -1, スウェーフック] type = ChangeState value = 2620 triggerall = stateno = 2610 triggerall = var(54)>0 && roundstate = 2 triggerall = p2bodydist X = [-10,30] trigger1 = statetype != A [State -1, 女神の怒り] type = ChangeState value = 2720 triggerall = stateno = 2710 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A trigger1 = time = 10 [State -1, 迎撃ミサイル] type = ChangeState value = 2820 triggerall = stateno = 2810 triggerall = var(54)>0 && roundstate = 2 triggerall = life < 700 triggerall = statetype != A trigger1 = time = 10 [State -1, ジャンプ] type = ChangeState value = 15001 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = Alive triggerall = inguarddist trigger1 = p2bodydist X > 200 trigger1 = ctrl = 1 [State -1, エア鈍器弱] type = ChangeState value = 17011 triggerall = var(54)>0 && roundstate = 2 triggerall = stateno = 15001 trigger1 = inguarddist [State -1, エア投石] type = ChangeState value = 1350 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype = A trigger1 = ctrl trigger1 = MoveHit = 17011 trigger2 = stateno = 17011 trigger2 = movecontact [State -1, エア投石] type = ChangeState value = 1350 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype = A trigger1 = stateno = 1750 trigger1 = p2bodydist X = [0,100] [State -1, マントダイブ] type = ChangeState value = 650 triggerall = var(54)>0 && roundstate = 2 triggerall = stateno = 15001 trigger1 = p2bodydist X = [-10,50] trigger1 = time = 10 [State -1, エアサッカーボールキック] type = ChangeState value = 1500 triggerall = var(54)>0 && roundstate = 2 triggerall = stateno = 15001 trigger1 = p2bodydist X = [50,100] trigger1 = time = 10 [State -1, エア鈍器弱] type = ChangeState value = 17011 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype = A trigger1 = ctrl trigger1 = MoveHit = 1500 trigger2 = stateno = 1500 trigger2 = movecontact [State -1, エア投石] type = ChangeState value = 1350 triggerall = var(54)>0 && roundstate = 2 triggerall = stateno = 15001 trigger1 = p2bodydist X = [50,300] trigger1 = time = 10 [State -1, スピードアップポーション];ゲージレベル0 type = ChangeState value = 20000 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A trigger1 = enemynear,Authorname != "(^o^)" trigger1 = p2movetype != A trigger1 = power >= 1000 trigger1 = p2bodydist X > 150 trigger1 = ctrl = 1 trigger1 = var(9) = 0 [State -1, スピードアップポーション];ゲージレベル0 type = ChangeState value = 20000 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A trigger1 = enemynear,Authorname != "(^o^)" trigger1 = p2movetype != A trigger1 = power >= 1000 trigger1 = p2bodydist X > 150 trigger1 = ctrl = 1 trigger1 = var(9) = 0 [State -1, 前転] type = ChangeState value = 11651 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = p2bodydist X = [50,100] triggerall = stateno = 701 triggerall = BackEdgeBodyDist < 50 trigger1 = p2movetype = A trigger2 = inguarddist [State -1, 後転起き上がり] type = ChangeState value = 12301 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = alive = 1 triggerall = inguarddist triggerall = stateno = 701 trigger1 = p2bodydist X = [50,100] trigger1 = time = 10 trigger2 = p2bodydist X = [0,50] [State -1, ジャンプ] type = ChangeState value = 15001 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = Alive triggerall = inguarddist trigger1 = stateno = 701 trigger1 = p2bodydist X > 100 [State -1, ヒーローパンチEX];ゲージレベル0.3 type = ChangeState value = 530 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A triggerall = p2movetype != A triggerall = life < 300 trigger1 = p2bodydist X = [50,100] trigger1 = stateno = 701 trigger1 = power >= 2300 [State -1, ジャンプ] type = ChangeState value = 15007 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = p2movetype != A trigger1 = p2bodydist X = [100,150] trigger1 = stateno = 701 trigger1 = power = 3000 [State -1, 対空投石強] type = ChangeState value = 10561 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = p2movetype != A trigger1 = p2bodydist X = [150,500] trigger1 = stateno = 701 trigger1 = power = 3000 [State -1, 防衛モード3] type = ChangeState value = 12801 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A triggerall = Alive triggerall = inguarddist trigger1 = p2bodydist X > 200 trigger1 = ctrl [State -1, ジャンプ] type = ChangeState value = 15001 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A triggerall = Alive triggerall = inguarddist trigger1 = p2bodydist X > 100 trigger1 = ctrl [State -1, 前転] type = ChangeState value = 1650 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = alive = 1 triggerall = NumHelper(3810) = 1 trigger1 = power = 3000 trigger1 = stateno = 701 [State -1, ジャンプ] type = ChangeState value = 15001 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = alive = 1 triggerall = NumHelper(3810) = 1 trigger1 = power = 3000 trigger1 = stateno = 701 [State -1, 後退り] type = ChangeState value = 2000 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = alive = 1 triggerall = inguarddist trigger1 = stateno = 701 [State -1, エア鈍器弱] type = ChangeState value = 17011 triggerall = var(54)>0 && roundstate = 2 triggerall = alive = 1 triggerall = inguarddist trigger1 = stateno = 15004 [State -1, コンボ、アッパー] type = ChangeState value = 610 triggerall = var(54)>0 && roundstate = 2 trigger1 = time = 10 trigger1 = stateno = 15004 [State -1, マントダイブ] type = ChangeState value = 650 triggerall = var(54)>0 && roundstate = 2 triggerall = p2bodydist X < 30 trigger1 = Random <= 500 trigger1 = stateno = 15004 [State -1, ジャンプ弱キック] type = ChangeState value = 630 triggerall = var(54)>0 && roundstate = 2 triggerall = p2bodydist X < 30 trigger1 = stateno = 15004 [State -1, コンボ、立ち強パンチ] type = ChangeState value = 10213 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A trigger1 = ctrl trigger1 = MoveHit = 11401 trigger2 = stateno = 11401 trigger2 = movecontact [State -1, コンボ、立ち強パンチ] type = ChangeState value = 10219 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A trigger1 = ctrl trigger1 = MoveHit = 11403 trigger2 = stateno = 11403 trigger2 = movecontact [State -1, 残像拳];ゲージレベル1 type = ChangeState value = 14001 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = p2bodydist X < 30 triggerall = NumHelper(4760) = 1 triggerall = p2stateno != [150,190] trigger1 = ctrl trigger1 = MoveHit = 10219 trigger2 = stateno = 10219 trigger2 = movecontact [State -1, スタンガン];ゲージレベル1 type = ChangeState value = 13601 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = power >= 1000 triggerall = var(9) = 0 triggerall = p2bodydist X < 30 triggerall = p2stateno != [150,190] trigger1 = ctrl trigger1 = MoveHit = 10219 trigger2 = stateno = 10219 trigger2 = movecontact [State -1, ヒーローショウ];ゲージレベル2 type = ChangeState value = 17004 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = p2bodydist X < 30 triggerall = power >= 2000 triggerall = p2stateno != [150,190] triggerall = life < 500 trigger1 = ctrl trigger1 = MoveHit = 10219 trigger2 = stateno = 10219 trigger2 = movecontact [State -1, ヒーローショウ];ゲージレベル2 type = ChangeState value = 17004 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = p2bodydist X < 30 triggerall = power >= 2000 triggerall = p2stateno != [150,190] triggerall = p2life < 500 trigger1 = ctrl trigger1 = MoveHit = 10219 trigger2 = stateno = 10219 trigger2 = movecontact [State -1, ヒーローショウ];ゲージレベル2 type = ChangeState value = 17004 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = p2bodydist X = [-10,50] triggerall = power >= 2000 triggerall = p2stateno != [150,190] triggerall = life < 500 trigger1 = ctrl trigger1 = MoveHit = 10213 trigger2 = stateno = 10213 trigger2 = movecontact [State -1, ヒーローショウ];ゲージレベル2 type = ChangeState value = 17004 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = p2bodydist X = [-10,50] triggerall = power >= 2000 triggerall = p2stateno != [150,190] triggerall = p2life < 500 trigger1 = ctrl trigger1 = MoveHit = 10213 trigger2 = stateno = 10213 trigger2 = movecontact [State -1, 残像拳];ゲージレベル1 type = ChangeState value = 14001 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = p2bodydist X < 30 triggerall = power >= 1000 triggerall = p2stateno != [150,190] trigger1 = ctrl trigger1 = MoveHit = 10219 trigger2 = stateno = 10219 trigger2 = movecontact [State -1, 残像拳];ゲージレベル1 type = ChangeState value = 14001 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = p2bodydist X < 30 triggerall = power >= 2000 triggerall = NumHelper(4760) = 1 triggerall = p2stateno != [150,190] trigger1 = ctrl trigger1 = MoveHit = 530 trigger2 = stateno = 530 trigger2 = movecontact [State -1, スタンガン];ゲージレベル1 type = ChangeState value = 13601 triggerall = var(54)>0 && roundstate = 2 triggerall = var(9) = 0 triggerall = statetype != A triggerall = p2bodydist X < 30 triggerall = power >= 3000 triggerall = p2stateno != [150,190] trigger1 = ctrl trigger1 = MoveHit = 530 trigger2 = stateno = 530 trigger2 = movecontact [State -1, ヒーローショウ];ゲージレベル2 type = ChangeState value = 17004 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = p2bodydist X < 30 triggerall = power >= 2000 triggerall = life < 300 trigger1 = ctrl trigger1 = MoveHit = 530 trigger2 = stateno = 530 trigger2 = movecontact [State -1, 残像拳];ゲージレベル1 type = ChangeState value = 14001 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = p2bodydist X < 30 triggerall = power >= 3000 triggerall = p2stateno != [150,190] triggerall = life > 300 trigger1 = ctrl trigger1 = MoveHit = 530 trigger2 = stateno = 530 trigger2 = movecontact [State -1, 残像拳];ゲージレベル1 type = ChangeState value = 14001 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = p2bodydist X < 30 triggerall = power >= 2000 triggerall = NumHelper(4760) = 1 triggerall = p2stateno != [150,190] trigger1 = ctrl trigger1 = MoveHit = 240 trigger2 = stateno = 240 trigger2 = movecontact [State -1, 残像拳];ゲージレベル1 type = ChangeState value = 14001 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = p2bodydist X < 30 triggerall = power >= 3000 triggerall = p2stateno != [150,190] trigger1 = ctrl trigger1 = MoveHit = 240 trigger2 = stateno = 240 trigger2 = movecontact [State -1, スタンガン];ゲージレベル1 type = ChangeState value = 13601 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = p2stateno != [150,190] triggerall = power >= 1000 triggerall = statetype != A triggerall = p2bodydist X < 30 trigger1 = ctrl trigger1 = MoveHit = 530 trigger2 = stateno = 530 trigger2 = movecontact [State -1, スタンガン];ゲージレベル1 type = ChangeState value = 13601 triggerall = var(54)>0 && roundstate = 2 triggerall = p2stateno != [150,190] triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = power >= 1000 triggerall = statetype != A triggerall = p2bodydist X < 30 trigger1 = ctrl trigger1 = MoveHit = 10219 trigger2 = stateno = 10219 trigger2 = movecontact [State -1, スタンガン];ゲージレベル1 type = ChangeState value = 13601 triggerall = p2stateno != [150,190] triggerall = power >= 1000 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A triggerall = p2bodydist X < 30 trigger1 = ctrl trigger1 = MoveHit = 240 trigger2 = stateno = 240 trigger2 = movecontact [State -1, ヒーローショウ];ゲージレベル2 type = ChangeState value = 17004 triggerall = p2stateno = [150,190] triggerall = power >= 2000 triggerall = p2life < 700 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = p2bodydist X < 20 trigger1 = ctrl trigger1 = MoveHit = 10219 trigger2 = stateno = 10219 trigger2 = movecontact [State -1, ヒーローショウ];ゲージレベル2 type = ChangeState value = 17004 triggerall = p2stateno = [150,190] triggerall = power >= 2000 triggerall = life < 700 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = p2bodydist X < 20 trigger1 = ctrl trigger1 = MoveHit = 10213 trigger2 = stateno = 10213 trigger2 = movecontact [State -1, ヒーローショウ];ゲージレベル2 type = ChangeState value = 17004 triggerall = p2stateno = [150,190] triggerall = power >= 2000 triggerall = life < 700 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = p2bodydist X < 20 trigger1 = ctrl trigger1 = MoveHit = 240 trigger2 = stateno = 240 trigger2 = movecontact [State -1, バックジャンプ] type = ChangeState value = 15002 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = p2bodydist X < 30 triggerall = p2stateno = [150,190] trigger1 = ctrl trigger1 = MoveHit = 10213 trigger2 = stateno = 10213 trigger2 = movecontact [State -1, バックジャンプ] type = ChangeState value = 15002 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = p2bodydist X < 30 triggerall = p2stateno = [150,190] trigger1 = ctrl trigger1 = MoveHit = 10219 trigger2 = stateno = 10219 trigger2 = movecontact [State -1, コンボ、アッパー] type = ChangeState value = 11021 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = p2bodydist X < 30 trigger1 = ctrl trigger1 = MoveHit = 530 trigger2 = stateno = 530 trigger2 = movecontact [State -1, コンボ、アッパー] type = ChangeState value = 11021 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = p2bodydist X < 30 trigger1 = ctrl trigger1 = MoveHit = 10219 trigger2 = stateno = 10219 trigger2 = movecontact [State -1, グランドスラム【鈍器】];ゲージレベル2 type = ChangeState value = 3700 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = p2bodydist X < 30 triggerall = power >= 2000 trigger1 = ctrl trigger1 = MoveHit = 11021 trigger2 = stateno = 11021 trigger2 = movecontact [State -1, コンボ、立ち強キック] type = ChangeState value = 240 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A trigger1 = ctrl trigger1 = MoveHit = 230 trigger2 = stateno = 230 trigger2 = movecontact [State -1,コンボ、 アッパー] type = ChangeState value = 11022 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A trigger1 = ctrl = 1 trigger1 = var(1) trigger1 = MoveHit = 240 trigger2 = stateno = 240 trigger2 = movecontact [State -1,コンボ、 立ち強キック] type = ChangeState value = 10241 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A trigger1 = ctrl trigger1 = MoveHit = 10231 trigger2 = stateno = 10231 trigger2 = movecontact [State -1, 最速グランドスラム【鈍器】];ゲージレベル2 type = ChangeState value = 3710 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = power >= 2000 triggerall = ctrl = 1 trigger1 = stateno = 10241 trigger1 = MoveHit = 10241 trigger2 = movecontact [State -1,コンボ、 アッパー] type = ChangeState value = 11022 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A trigger1 = ctrl = 1 trigger1 = MoveHit = 10241 trigger2 = stateno = 10241 trigger2 = movecontact [State -1, 鈍器弱] type = ChangeState value = 13001 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A trigger1 = stateno = 11022 trigger1 = time = 20 trigger1 = FrontEdgeDist < 100 [State -1, ジャンプ] type = ChangeState value = 15005 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A trigger1 = stateno = 11022 trigger1 = time = 20 [State -1, エスケープ] type = ChangeState value = 1600 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = ctrl = 1 triggerall = p2stateno != [150,190] trigger1 = stateno = 13001 trigger1 = MoveHit = 13001 trigger2 = movecontact [State -1, ジャンプ弱キック] type = ChangeState value = 630 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype = A trigger1 = stateno = 15005 trigger1 = time = 10 [State -1, ジャンプ強キック] type = ChangeState value = 640 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype = A trigger1 = ctrl trigger1 = MoveHit = 630 trigger2 = stateno = 630 trigger2 = movecontact [State -1, エア挑発] type = ChangeState value = 196 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype = A triggerall = p2stateno = [150,190] trigger1 = ctrl trigger1 = MoveHit = 640 trigger2 = stateno = 640 trigger2 = movecontact [State -1, エア挑発] type = ChangeState value = 196 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype = A triggerall = p2stateno = [150,190] triggerall = power >= 2000 triggerall = life < 500 trigger1 = ctrl trigger1 = MoveHit = 10641 trigger2 = stateno = 10641 trigger2 = movecontact [State -1, エア挑発] type = ChangeState value = 196 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype = A triggerall = p2stateno = [150,190] trigger1 = ctrl trigger1 = MoveHit = 640 trigger2 = stateno = 640 trigger2 = movecontact [State -1, 反動蹴り] type = ChangeState value = 666 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype = A triggerall = p2stateno = [150,190] trigger1 = ctrl trigger1 = MoveHit = 640 trigger2 = stateno = 640 trigger2 = movecontact [State -1, 反動蹴り] type = ChangeState value = 666 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype = A triggerall = p2stateno = [150,190] trigger1 = ctrl trigger1 = MoveHit = 10641 trigger2 = stateno = 10641 trigger2 = movecontact [State -1, サングラス投げ];ゲージレベル1 type = ChangeState value = 14201 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype = A triggerall = power >= 1000 triggerall = NumHelper(4760) = 0 triggerall = life > 300 trigger1 = ctrl trigger1 = MoveHit = 640 trigger2 = stateno = 640 trigger2 = movecontact [State -1, エア投石] type = ChangeState value = 11351 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype = A trigger1 = p2bodydist Y < -30 trigger1 = ctrl trigger1 = MoveHit = 640 trigger2 = stateno = 640 trigger2 = movecontact [State -1, マントダイブ] type = ChangeState value = 660 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype = A trigger1 = ctrl trigger1 = MoveHit = 640 trigger2 = stateno = 640 trigger2 = movecontact [State -1, エア鈍器弱] type = ChangeState value = 17011 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype = A triggerall = FrontEdgeDist < 50 trigger1 = ctrl trigger1 = MoveHit = 660 trigger2 = stateno = 660 trigger2 = movecontact [State -1, エア投石] type = ChangeState value = 11351 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype = A trigger1 = ctrl trigger1 = MoveHit = 660 trigger2 = stateno = 660 trigger2 = movecontact [State -1, エア投石] type = ChangeState value = 11351 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype = A trigger1 = stateno = 640 trigger1 = AnimElem = 7 [State -1, コンボ2] type = ChangeState value = 11401 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない trigger1 = p2bodydist X = [0,30] trigger1 = ctrl = 1 [State -1, 立ち強パンチ] type = ChangeState value = 10213 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = var(9) = 2 trigger1 = ctrl trigger1 = MoveHit = 11401 trigger2 = stateno = 11401 trigger2 = movecontact [State -1, コンボ1] type = ChangeState value = 10401 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = power >= 1000 trigger1 = p2bodydist X = [0,30] trigger1 = Random <= 500 trigger1 = ctrl = 1 [State -1, しゃがみ強パンチ] type = ChangeState value = 10411 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A trigger1 = ctrl trigger1 = MoveHit = 10401 trigger2 = stateno = 10401 trigger2 = movecontact [State -1, しゃがみ弱キック] type = ChangeState value = 430 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A trigger1 = ctrl trigger1 = MoveHit = 10411 trigger2 = stateno = 10411 trigger2 = movecontact [State -1, しゃがみ強キック] type = ChangeState value = 440 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A trigger1 = ctrl trigger1 = MoveHit = 430 trigger2 = stateno = 430 trigger2 = movecontact [State -1, アッパー] type = ChangeState value = 11023 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A trigger1 = ctrl trigger1 = MoveHit = 440 trigger2 = stateno = 440 trigger2 = movecontact [State -1, 投石] type = ChangeState value = 1350 triggerall = var(54)>0 && roundstate = 2 triggerall = stateno = 15002 trigger1 = time = 10 [State -1, 立ち強キック] type = ChangeState value = 240 triggerall = var(54)>0 && roundstate = 2 triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない triggerall = statetype != A trigger1 = ctrl = 1 trigger1 = MoveHit = 12151 trigger2 = stateno = 12151 trigger2 = movecontact [State -1, 投石] type = ChangeState value = 31301 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A trigger1 = ctrl = 1 trigger1 = MoveHit = 10901 trigger2 = stateno = 10901 trigger2 = movecontact [State -1, 後転起き上がり] type = ChangeState value = 12301 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A trigger1 = time = 120 trigger1 = stateno = 2000 trigger2 = time = 60 trigger2 = stateno = 2700 [State -1, 起立] type = ChangeState value = 2020 triggerall = var(54)>0 && roundstate = 2 triggerall = statetype != A triggerall = p2bodydist X > 100 triggerall = p2movetype != A trigger1 = stateno = 2000 trigger1 = p2bodydist X = [-50,-300] trigger2 = stateno = 701 trigger2 = power = 3000 ;パワー溜め(特殊行動) [Statedef 701] type = S movetype = I physics = S ctrl = 0 velset = 0,0 anim = 700 sprpriority = 1 [State 780, パワーゲージ増減] type = PowerAdd trigger1 = 1 value = 10 [State 700, 押し判定] type = PlayerPush trigger1 = 1 value = 0 ;相手を押さず、すり抜ける事が出来る。 [State 700, エフェクト(煙1)] type = Explod trigger1 = Time = 0 trigger2 = Time = 20 trigger3 = Time = 40 trigger4 = Time = 60 trigger5 = Time = 80 trigger6 = Time = 100 trigger7 = Time = 120 trigger8 = Time = 140 trigger9 = Time = 160 trigger10 = Time = 180 trigger11 = Time = 200 trigger12 = Time = 220 trigger13 = Time = 240 trigger14 = Time = 260 trigger15 = Time = 280 trigger16 = Time = 300 trigger17 = Time = 320 trigger18 = Time = 340 trigger19 = Time = 360 trigger20 = Time = 380 trigger21 = Time = 400 trigger22 = Time = 420 trigger23 = Time = 440 trigger24 = Time = 460 trigger25 = Time = 480 anim = 10551 sprpriority = -1 postype = p1 pos = 0,0 scale = 0.4, 0.2 vel = 0, 0 [State 700, エフェクト(煙2)] type = Explod trigger1 = Time = 0 trigger2 = Time = 20 trigger3 = Time = 40 trigger4 = Time = 60 trigger5 = Time = 80 trigger6 = Time = 100 trigger7 = Time = 120 trigger8 = Time = 140 trigger9 = Time = 160 trigger10 = Time = 180 trigger11 = Time = 200 trigger12 = Time = 220 trigger13 = Time = 240 trigger14 = Time = 260 trigger15 = Time = 280 trigger16 = Time = 300 trigger17 = Time = 320 trigger18 = Time = 340 trigger19 = Time = 360 trigger20 = Time = 380 trigger21 = Time = 400 trigger22 = Time = 420 trigger23 = Time = 440 trigger24 = Time = 460 trigger25 = Time = 480 anim = 10551 sprpriority = -1 facing = -1 postype = p1 pos = 0,0 scale = 0.4, 0.2 vel = 0, 0 [State 700, 音を鳴らす(風)] type = PlaySnd trigger1 = time = 0 value = 781, 0 loop = 1 channel = 21 [State -1, 砂撒き] type = ChangeState trigger1 = time = 300 trigger1 = p2bodydist X = [-10,50] value = 2050 [State 700, ステート変更] type = ChangeState trigger1 = time = 300 value = 2130 ;ジャンプ [Statedef 15001] type = A movetype= I physics = A juggle = 1 poweradd= 10 ctrl = 0 velset = 4,-8 anim = 41 sprpriority = 2 [State 2030, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 1 value = 0, 3 [State 1750, 打ち返す!] type = HitOverride trigger1 = 1 attr = SA, NP, SP, HP forceair = 1 stateno = 1755 バックジャンプ [Statedef 15002] type = A movetype= I physics = A juggle = 1 poweradd= 10 ctrl = 0 velset = -3,-7 anim = 43 sprpriority = 2 [State 2030, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 1 value = 0, 3 ランニング [Statedef 15003] type = S movetype = I physics = N ctrl = 0 velset = 8,0 anim = 100 sprpriority = 1 [State 700, ステート変更] type = ChangeState trigger1 = time = 40 value = 11651 ;ジャンプ [Statedef 15004] type = A movetype= I physics = A juggle = 1 poweradd= 10 ctrl = 0 velset = 5,-7 anim = 41 sprpriority = 2 [State 2030, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 1 value = 0, 3 ;ジャンプ [Statedef 15005] type = A movetype= I physics = A juggle = 1 poweradd= 10 ctrl = 0 velset = 3,-8 anim = 41 sprpriority = 2 [State 2030, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 1 value = 0, 3 ランニング [Statedef 15006] type = S movetype = I physics = N ctrl = 0 velset = 8,0 anim = 100 sprpriority = 1 [State 700, ステート変更] type = ChangeState trigger1 = time = 120 value = 0 ctrl = 1 ;ジャンプ [Statedef 15007] type = A movetype= I physics = A juggle = 1 poweradd= 10 ctrl = 0 velset = 5,-7 anim = 41 sprpriority = 2 [State 2030, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 1 value = 0, 3 ;ジャンプ [Statedef 15008] type = A movetype= I physics = A juggle = 1 poweradd= 10 ctrl = 0 velset = 4,-8 anim = 41 sprpriority = 2 [State 2030, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 1 value = 0, 3 [State 1750, 打ち返す!] type = HitOverride trigger1 = 1 attr = SA, NP, SP, HP forceair = 1 stateno = 1755 ;ジャンプ [Statedef 15009] type = A movetype= I physics = A juggle = 1 poweradd= 10 ctrl = 0 velset = 5,-8 anim = 41 sprpriority = 2 [State 2030, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 1 value = 0, 3 ランニング [Statedef 15011] type = S movetype = I physics = N ctrl = 0 velset = 8,0 anim = 100 sprpriority = 1 [State 700, ステート変更] type = ChangeState trigger1 = time = 30 value = 11651 ;ジャンプ [Statedef 15012] type = A movetype= I physics = A juggle = 1 poweradd= 10 ctrl = 0 velset = 2,-6 anim = 41 sprpriority = 2 [State 2030, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 1 value = 0, 3 ;ジャンプ [Statedef 15013] type = A movetype= I physics = A juggle = 1 poweradd= 10 ctrl = 0 velset = 5,-7 anim = 41 sprpriority = 2 [State 2030, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 1 value = 0, 3 ;ジャンプ [Statedef 15014] type = A movetype= I physics = A juggle = 1 poweradd= 10 ctrl = 0 velset = 1,-8 anim = 41 sprpriority = 2 [State 2030, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 1 value = 0, 3 ;ランニング [Statedef 15015] type = S movetype = I physics = N ctrl = 0 velset = 3,0 anim = 20 sprpriority = 1 [State 700, ステート変更] type = ChangeState trigger1 = time = 40 value = 1650 ;アッパー [Statedef 11021] type = S movetype= A physics = N juggle = 6 poweradd= 20 velset = 0,0 anim = 1020+var(9) ctrl = 0 sprpriority = 2 [State 1020, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 1020, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1020, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1020, 速度乗算] type = VelMul trigger1 = 1 x = .85 * ifelse(AnimElemTime(6) < 0, 1, .8) [State 1020, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 3 [State 1020, 音を鳴らす(攻撃5)] type = PlaySnd triggerall = time = 0 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 4 value = 400+var(16), 4 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 1020, バキッ!分岐] Type = VarRandom Trigger1 = Time = 0 V = 4 Range = 0,3 [State 1020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 2 x = 10 [State 1020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 3 trigger2 = AnimElem = 12 x = 5 [State 1020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 4 x = 3 [State 1020, 移動速度] type = VelSet trigger1 = AnimElem = 4 x = 7 [State 1020, ヒット定義1P] type = HitDef trigger1 = AnimElem = 4 trigger1 = Facing = 1 attr = S, SA animtype = diagup damage = 50 getpower = 0 priority = 4 guardflag = MA pausetime = 8,7 sparkxy = -10,-60 guard.sparkno = s10070 hitsound = 5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 20 ground.hittime = 20 ground.velocity = -2,-6 guard.velocity = -7 air.velocity = -2,-3 airguard.velocity = -1, -3 fall.recover = 0 fall = 1 [State 1020, ヒット定義2P] type = HitDef trigger1 = AnimElem = 4 trigger1 = Facing = -1 attr = S, SA animtype = diagup damage = 50 getpower = 0 priority = 4 guardflag = MA pausetime = 8,7 sparkxy = -10,-60 guard.sparkno = s10071 hitsound = 5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 20 ground.hittime = 20 ground.velocity = -2,-6 guard.velocity = -7 air.velocity = -2,-3 airguard.velocity = -1, -3 fall.recover = 0 fall = 1 [State 1020, バキッ!1Pの1] type = Explod trigger1 = MoveHit trigger1 = Facing = 1 trigger1 = var(4) = 0 anim = 10034 postype = p2 ownpal = 1 pos = 30,-76 ontop = 1 [State 1020, バキッ!1Pの2] type = Explod trigger1 = MoveHit trigger1 = Facing = 1 trigger1 = var(4) = 1 anim = 10035 postype = p2 ownpal = 1 pos = 30,-76 ontop = 1 [State 1020, バキッ!1Pの3] type = Explod trigger1 = MoveHit trigger1 = Facing = 1 trigger1 = var(4) = 2 anim = 10036 postype = p2 ownpal = 1 pos = 30,-76 ontop = 1 [State 1020, バキッ!1Pの4] type = Explod trigger1 = MoveHit trigger1 = Facing = 1 trigger1 = var(4) = 3 anim = 10037 postype = p2 ownpal = 1 pos = 30,-76 ontop = 1 [State 1020, バキッ!2Pの1] type = Explod trigger1 = MoveHit trigger1 = Facing = -1 trigger1 = var(4) = 0 anim = 10030 postype = p2 ownpal = 1 pos = 30,-76 ontop = 1 [State 1020, バキッ!2Pの2] type = Explod trigger1 = MoveHit trigger1 = Facing = -1 trigger1 = var(4) = 1 anim = 10031 postype = p2 ownpal = 1 pos = 30,-76 ontop = 1 [State 1020, バキッ!2Pの3] type = Explod trigger1 = MoveHit trigger1 = Facing = -1 trigger1 = var(4) = 2 anim = 10032 postype = p2 ownpal = 1 pos = 30,-76 ontop = 1 [State 1020, バキッ!2Pの4] type = Explod trigger1 = MoveHit trigger1 = Facing = -1 trigger1 = var(4) = 3 anim = 10033 postype = p2 ownpal = 1 pos = 30,-76 ontop = 1 [State 1020, コンボ補正] type = Varset trigger1 = movehit fv = 1 value = fVar(1)*0.8 persistent = 0 ignorehitpause = 1 [State 1020, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 15005 ;アッパー [Statedef 11022] type = S movetype= A physics = N juggle = 6 poweradd= 20 velset = 0,0 anim = 1020+var(9) ctrl = 0 sprpriority = 2 [State 1020, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 1020, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1020, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1020, 速度乗算] type = VelMul trigger1 = 1 x = .85 * ifelse(AnimElemTime(6) < 0, 1, .8) [State 1020, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 3 [State 1020, 音を鳴らす(攻撃5)] type = PlaySnd triggerall = time = 0 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 4 value = 400+var(16), 4 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 1020, バキッ!分岐] Type = VarRandom Trigger1 = Time = 0 V = 4 Range = 0,3 [State 1020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 2 x = 10 [State 1020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 3 trigger2 = AnimElem = 12 x = 5 [State 1020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 4 x = 3 [State 1020, 移動速度] type = VelSet trigger1 = AnimElem = 4 x = 7 [State 1020, ヒット定義1P] type = HitDef trigger1 = AnimElem = 4 trigger1 = Facing = 1 attr = S, SA animtype = diagup damage = 50 getpower = 0 priority = 4 guardflag = MA pausetime = 8,7 sparkxy = -10,-60 guard.sparkno = s10070 hitsound = 5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 20 ground.hittime = 20 ground.velocity = -2,-6 guard.velocity = -7 air.velocity = -2,-3 airguard.velocity = -1, -3 fall.recover = 0 fall = 1 [State 1020, ヒット定義2P] type = HitDef trigger1 = AnimElem = 4 trigger1 = Facing = -1 attr = S, SA animtype = diagup damage = 50 getpower = 0 priority = 4 guardflag = MA pausetime = 8,7 sparkxy = -10,-60 guard.sparkno = s10071 hitsound = 5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 20 ground.hittime = 20 ground.velocity = -2,-6 guard.velocity = -7 air.velocity = -2,-3 airguard.velocity = -1, -3 fall.recover = 0 fall = 1 [State 1020, バキッ!1Pの1] type = Explod trigger1 = MoveHit trigger1 = Facing = 1 trigger1 = var(4) = 0 anim = 10034 postype = p2 ownpal = 1 pos = 30,-76 ontop = 1 [State 1020, バキッ!1Pの2] type = Explod trigger1 = MoveHit trigger1 = Facing = 1 trigger1 = var(4) = 1 anim = 10035 postype = p2 ownpal = 1 pos = 30,-76 ontop = 1 [State 1020, バキッ!1Pの3] type = Explod trigger1 = MoveHit trigger1 = Facing = 1 trigger1 = var(4) = 2 anim = 10036 postype = p2 ownpal = 1 pos = 30,-76 ontop = 1 [State 1020, バキッ!1Pの4] type = Explod trigger1 = MoveHit trigger1 = Facing = 1 trigger1 = var(4) = 3 anim = 10037 postype = p2 ownpal = 1 pos = 30,-76 ontop = 1 [State 1020, バキッ!2Pの1] type = Explod trigger1 = MoveHit trigger1 = Facing = -1 trigger1 = var(4) = 0 anim = 10030 postype = p2 ownpal = 1 pos = 30,-76 ontop = 1 [State 1020, バキッ!2Pの2] type = Explod trigger1 = MoveHit trigger1 = Facing = -1 trigger1 = var(4) = 1 anim = 10031 postype = p2 ownpal = 1 pos = 30,-76 ontop = 1 [State 1020, バキッ!2Pの3] type = Explod trigger1 = MoveHit trigger1 = Facing = -1 trigger1 = var(4) = 2 anim = 10032 postype = p2 ownpal = 1 pos = 30,-76 ontop = 1 [State 1020, バキッ!2Pの4] type = Explod trigger1 = MoveHit trigger1 = Facing = -1 trigger1 = var(4) = 3 anim = 10033 postype = p2 ownpal = 1 pos = 30,-76 ontop = 1 [State 1020, コンボ補正] type = Varset trigger1 = movehit fv = 1 value = fVar(1)*0.8 persistent = 0 ignorehitpause = 1 [State 1020, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = power >= 1000 trigger1 = p2movetype = H value = 1400 [State 1020, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 13001 ctrl = 1 ;残像拳(分岐) [Statedef 14001] type = S ctrl = 0 [State 4000, レッツポージング1] Type = VarRandom Trigger1 = Time = 0 Trigger1 = var(8) = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 10 Range = 0,8 [State 4000, レッツポージング2] Type = VarRandom Trigger1 = Time = 0 Trigger1 = var(8) = 1 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 10 Range = 1,8 [State 4000, レッツポージング3] Type = VarRandom Trigger1 = Time = 0 Trigger1 = var(8) = 2 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 10 Range = 2,8 [State 4000, レッツポージング4] Type = VarRandom Trigger1 = Time = 0 Trigger1 = var(8) = 3 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 10 Range = 3,8 [State 4000, レッツポージング5] Type = VarRandom Trigger1 = Time = 0 Trigger1 = var(8) = 4 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 10 Range = 4,8 [State 4000, レッツポージング6] Type = VarRandom Trigger1 = Time = 0 Trigger1 = var(8) = 5 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 10 Range = 5,8 [State 4000, レッツポージング7] Type = VarRandom Trigger1 = Time = 0 Trigger1 = var(8) = 6 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 10 Range = 6,8 [State 4000, レッツポージング8] Type = VarRandom Trigger1 = Time = 0 Trigger1 = var(8) = 7 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 10 Range = 7,8 [State 4000, 11・12P時における雌豹を引かないポージング] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo = 11 trigger2 = PalNo = 12 V = 10 Range = 0,7 [State 4000] type = ChangeState trigger1 = var(10) = 0 value = 14009 [State 4000] type = ChangeState trigger1 = var(10) = 1 value = 14012 [State 4000] type = ChangeState trigger1 = var(10) = 2 value = 14002 [State 4000] type = ChangeState trigger1 = var(10) = 3 value = 14003 [State 4000] type = ChangeState trigger1 = var(10) = 4 value = 14004 [State 4000] type = ChangeState trigger1 = var(10) = 5 value = 14005 [State 4000] type = ChangeState trigger1 = var(10) = 6 value = 14006 [State 4000] type = ChangeState trigger1 = var(10) = 8 value = 14007 [State 4000] type = ChangeState trigger1 = var(10) = 7 value = 14008 ;残像拳(0) [Statedef 14009] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 4000 ctrl = 0 sprpriority = 2 [State 4009, 音を鳴らす(より艶やかに)] type = PlaySnd trigger1 = time = 0 value = 600, 5 ;channel = 13 freqmul = 1+FVar(39) volume = 255 [State 4009, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 0 anim = 9999 pos = -5, -55 sound = S50, 4 poweradd = -1000 p2defmul = 1 [State 4009, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 1 anim = 9999 pos = -5, -55 sound = S50, 4 p2defmul = 1 [State 4009, 残像] type = AfterImage trigger1 = AnimElem = 1 time = 2 paladd = 40,60,100 timegap = 3 [State 4009, 残像表示時間] type = AfterImageTime trigger1 = 1 time = 500 [State 4009, 補正切り] type = VarSet trigger1 = time = 0 fvar(1) = 1 [State -1, 最速グランドスラム【鈍器】];ゲージレベル2 type = ChangeState trigger1 = p2bodydist X < 30 trigger1 = power >= 2000 trigger1 = AnimTime = 0 value = 3710 [State -1, 最速正義の刃];ゲージレベル1 type = ChangeState trigger1 = p2bodydist X < 30 trigger1 = FrontEdgeDist < 100 trigger1 = life > 300 trigger1 = power >= 1000 trigger1 = AnimTime = 0 value = 3501 [State -1, スタンガン];ゲージレベル1 type = ChangeState trigger1 = p2bodydist X < 30 trigger1 = power >= 1000 trigger1 = AnimTime = 0 value = 13601 [State 4009, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = FrontEdgeDist < 100 value = 15012 [State 4009, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 34001 ;残像拳(1) [Statedef 14012] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 4001 ctrl = 0 sprpriority = 2 [State 4001, 音を鳴らす(より艶やかに)] type = PlaySnd trigger1 = time = 0 value = 600, 5 ;channel = 13 freqmul = 1+FVar(39) volume = 255 [State 4001, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 0 pos = -5, -55 anim = 9999 sound = S50, 4 poweradd = -1000 p2defmul = 1 [State 4001, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 1 pos = -5, -55 anim = 9999 sound = S50, 4 p2defmul = 1 [State 4001, 残像] type = AfterImage trigger1 = AnimElem = 1 time = 2 timegap = 2 framegap = 2 trans = add [State 4001, 残像表示時間] type = AfterImageTime trigger1 = 1 time = 500 [State 4001, 補正切り] type = VarSet trigger1 = time = 0 fvar(1) = 1 [State -1, 最速グランドスラム【鈍器】];ゲージレベル2 type = ChangeState trigger1 = p2bodydist X < 30 trigger1 = power >= 2000 trigger1 = AnimTime = 0 value = 3710 [State -1, 最速正義の刃];ゲージレベル1 type = ChangeState trigger1 = p2bodydist X < 30 trigger1 = FrontEdgeDist < 100 trigger1 = life > 300 trigger1 = power >= 1000 trigger1 = AnimTime = 0 value = 3501 [State -1, スタンガン];ゲージレベル1 type = ChangeState trigger1 = p2bodydist X < 30 trigger1 = power >= 1000 trigger1 = AnimTime = 0 value = 13601 [State 4009, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = FrontEdgeDist < 100 value = 15012 [State 4001, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 34001 ;残像拳(2) [Statedef 14002] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 4002 ctrl = 0 sprpriority = 2 [State 4002, 音を鳴らす(より艶やかに)] type = PlaySnd trigger1 = time = 0 value = 600, 5 ;channel = 13 freqmul = 1+FVar(39) volume = 255 [State 4002, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 0 pos = -5, -55 anim = 9999 sound = S50, 4 poweradd = -1000 [State 4002, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 1 pos = -5, -55 anim = 9999 sound = S50, 4 [State 4002, 残像] type = AfterImage trigger1 = AnimElem = 1 palbright = 25,100,0 time = 2 timegap = 3 [State 4002, 残像表示時間] type = AfterImageTime trigger1 = 1 time = 500 [State 4002, 補正切り] type = VarSet trigger1 = time = 0 fvar(1) = 1 [State -1, 最速グランドスラム【鈍器】];ゲージレベル2 type = ChangeState trigger1 = p2bodydist X < 30 trigger1 = power >= 2000 trigger1 = AnimTime = 0 value = 3710 [State -1, 最速正義の刃];ゲージレベル1 type = ChangeState trigger1 = p2bodydist X < 30 trigger1 = FrontEdgeDist < 100 trigger1 = life > 300 trigger1 = power >= 1000 trigger1 = AnimTime = 0 value = 3501 [State -1, スタンガン];ゲージレベル1 type = ChangeState trigger1 = p2bodydist X < 30 trigger1 = power >= 1000 trigger1 = AnimTime = 0 value = 13601 [State 4009, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = FrontEdgeDist < 100 value = 15012 [State 4002, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 34001 ;残像拳(3) [Statedef 14003] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 4003 ctrl = 0 sprpriority = 2 [State 4003, 音を鳴らす(より艶やかに)] type = PlaySnd trigger1 = time = 0 value = 600, 5 ;channel = 13 freqmul = 1+FVar(39) volume = 255 [State 4003, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 0 pos = -5, -55 anim = 9999 sound = S50, 4 poweradd = -1000 [State 4003, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 1 pos = -5, -55 anim = 9999 sound = S50, 4 [State 4003, 残像] type = AfterImage trigger1 = AnimElem = 1 palbright = 0,255,0 time = 2 framegap = 10 [State 4003, 残像表示時間] type = AfterImageTime trigger1 = 1 time = 500 [State 4003, 補正切り] type = VarSet trigger1 = time = 0 fvar(1) = 1 [State -1, 最速グランドスラム【鈍器】];ゲージレベル2 type = ChangeState trigger1 = p2bodydist X < 30 trigger1 = power >= 2000 trigger1 = AnimTime = 0 value = 3710 [State -1, 最速正義の刃];ゲージレベル1 type = ChangeState trigger1 = p2bodydist X < 30 trigger1 = FrontEdgeDist < 100 trigger1 = life > 300 trigger1 = power >= 1000 trigger1 = AnimTime = 0 value = 3501 [State -1, スタンガン];ゲージレベル1 type = ChangeState trigger1 = p2bodydist X < 30 trigger1 = power >= 1000 trigger1 = AnimTime = 0 value = 13601 [State 4009, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = FrontEdgeDist < 100 value = 15012 [State 4003, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 34001 ;残像拳(4) [Statedef 14004] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 4004 ctrl = 0 sprpriority = 2 [State 4004, 音を鳴らす(より艶やかに)] type = PlaySnd trigger1 = time = 0 value = 600, 5 ;channel = 13 freqmul = 1+FVar(39) volume = 255 [State 4004, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 0 pos = -5, -55 anim = 9999 sound = S50, 4 poweradd = -1000 [State 4004, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 1 pos = -5, -55 anim = 9999 sound = S50, 4 [State 4004, 残像] type = AfterImage trigger1 = AnimElem = 1 palbright = 0,0,0 time = 2 paladd = 255,255,255 [State 4004, 残像表示時間] type = AfterImageTime trigger1 = 1 time = 500 [State 4004, 補正切り] type = VarSet trigger1 = time = 0 fvar(1) = 1 [State -1, 最速グランドスラム【鈍器】];ゲージレベル2 type = ChangeState trigger1 = p2bodydist X < 30 trigger1 = power >= 2000 trigger1 = AnimTime = 0 value = 3710 [State -1, 最速正義の刃];ゲージレベル1 type = ChangeState trigger1 = p2bodydist X < 30 trigger1 = FrontEdgeDist < 100 trigger1 = life > 300 trigger1 = power >= 1000 trigger1 = AnimTime = 0 value = 3501 [State -1, スタンガン];ゲージレベル1 type = ChangeState trigger1 = p2bodydist X < 30 trigger1 = power >= 1000 trigger1 = AnimTime = 0 value = 13601 [State 4009, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = FrontEdgeDist < 100 value = 15012 [State 4004, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 34001 ;残像拳(5) [Statedef 14005] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 4005 ctrl = 0 sprpriority = 2 [State 4005, 音を鳴らす(より艶やかに)] type = PlaySnd trigger1 = time = 0 value = 600, 5 ;channel = 13 freqmul = 1+FVar(39) volume = 255 [State 4005, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 0 pos = -5, -55 anim = 9999 sound = S50, 4 poweradd = -1000 [State 4005, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 1 pos = -5, -55 anim = 9999 sound = S50, 4 [State 4005, 残像] type = AfterImage trigger1 = AnimElem = 1 palbright = 0,0,0 paladd = 0,0,0 time = 2 framegap = 4 palcolor = 0 length = 60 [State 4005, 残像表示時間] type = AfterImageTime trigger1 = 1 time = 500 [State 4005, 補正切り] type = VarSet trigger1 = time = 0 fvar(1) = 1 [State -1, 最速グランドスラム【鈍器】];ゲージレベル2 type = ChangeState trigger1 = p2bodydist X < 30 trigger1 = power >= 2000 trigger1 = AnimTime = 0 value = 3710 [State -1, 最速正義の刃];ゲージレベル1 type = ChangeState trigger1 = p2bodydist X < 30 trigger1 = FrontEdgeDist < 100 trigger1 = life > 300 trigger1 = power >= 1000 trigger1 = AnimTime = 0 value = 3501 [State -1, スタンガン];ゲージレベル1 type = ChangeState trigger1 = p2bodydist X < 30 trigger1 = power >= 1000 trigger1 = AnimTime = 0 value = 13601 [State 4009, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = FrontEdgeDist < 100 value = 15012 [State 4005, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 34001 ;残像拳(6) [Statedef 14006] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 4006 ctrl = 0 sprpriority = 2 [State 4006, 音を鳴らす(より艶やかに)] type = PlaySnd trigger1 = time = 0 value = 600, 5 ;channel = 13 freqmul = 1+FVar(39) volume = 255 [State 4006, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 0 pos = -5, -55 anim = 9999 sound = S50, 4 poweradd = -1000 [State 4006, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 1 pos = -5, -55 anim = 9999 sound = S50, 4 [State 4006, 残像] type = AfterImage trigger1 = AnimElem = 1 palbright = 0,125,0 time = 2 trans = sub [State 4006, 残像表示時間] type = AfterImageTime trigger1 = 1 time = 500 [State 4006, 補正切り] type = VarSet trigger1 = time = 0 fvar(1) = 1 [State -1, 最速グランドスラム【鈍器】];ゲージレベル2 type = ChangeState trigger1 = p2bodydist X < 30 trigger1 = power >= 2000 trigger1 = AnimTime = 0 value = 3710 [State -1, 最速正義の刃];ゲージレベル1 type = ChangeState trigger1 = p2bodydist X < 30 trigger1 = FrontEdgeDist < 100 trigger1 = life > 300 trigger1 = power >= 1000 trigger1 = AnimTime = 0 value = 3501 [State -1, スタンガン];ゲージレベル1 type = ChangeState trigger1 = p2bodydist X < 30 trigger1 = power >= 1000 trigger1 = AnimTime = 0 value = 13601 [State 4009, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = FrontEdgeDist < 100 value = 15012 [State 4006, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 34001 ;残像拳(7) [Statedef 14007] type = S movetype= H physics = S juggle = 4 velset = 0,0 anim = 4007 ctrl = 0 sprpriority = 2 [State 4007, 音を鳴らす(より艶やかに)] type = PlaySnd trigger1 = time = 0 value = 600, 5 ;channel = 13 freqmul = 1+FVar(39) volume = 255 [State 4007, 呪われし目豹のポーズフレーム] type = RemoveExplod trigger1 = time = 0 var(4) = 5 ID = 4763 [State 4007, 呪われし目豹のポーズグラス] type = RemoveExplod trigger1 = time = 0 ID = 4764 [State 4007, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 0 pos = -5, -55 anim = 9999 sound = S50, 4 poweradd = -1000 [State 4007, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 1 pos = -5, -55 anim = 9999 sound = S50, 4 [State 4007, 残像] type = AfterImage trigger1 = AnimElem = 1 time = 2 palcontrast = 255,0,0 [State 4007, 残像表示時間] type = AfterImageTime trigger1 = 1 time = 500 [State 4007, 補正切り] type = VarSet trigger1 = time = 0 fvar(1) = 1 [State -1, 最速グランドスラム【鈍器】];ゲージレベル2 type = ChangeState trigger1 = p2bodydist X < 30 trigger1 = power >= 2000 trigger1 = AnimTime = 0 value = 3710 [State -1, 最速正義の刃];ゲージレベル1 type = ChangeState trigger1 = p2bodydist X < 30 trigger1 = FrontEdgeDist < 100 trigger1 = life > 300 trigger1 = power >= 1000 trigger1 = AnimTime = 0 value = 3501 [State -1, スタンガン];ゲージレベル1 type = ChangeState trigger1 = p2bodydist X < 30 trigger1 = power >= 1000 trigger1 = AnimTime = 0 value = 13601 [State 4009, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = FrontEdgeDist < 100 value = 15012 [State 4007, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 34001 ;残像拳(8) [Statedef 14008] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 4008 ctrl = 0 sprpriority = 2 [State 4009, 音を鳴らす(より艶やかに)] type = PlaySnd trigger1 = time = 0 value = 600, 5 ;channel = 13 freqmul = 1+FVar(39) volume = 255 [State 4008, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 0 pos = -5, -55 anim = 9999 sound = S50, 4 poweradd = -1000 [State 4008, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 1 pos = -5, -55 anim = 9999 sound = S50, 4 [State 4008, 残像] type = AfterImage trigger1 = AnimElem = 1 palbright = 255,255,255 time = 2 framegap = 4 [State 4008, 残像表示時間] type = AfterImageTime trigger1 = 1 time = 500 [State 4008, 補正切り] type = VarSet trigger1 = time = 0 fvar(1) = 1 [State -1, 最速グランドスラム【鈍器】];ゲージレベル2 type = ChangeState trigger1 = p2bodydist X < 30 trigger1 = power >= 2000 trigger1 = AnimTime = 0 value = 3710 [State -1, 最速正義の刃];ゲージレベル1 type = ChangeState trigger1 = p2bodydist X < 30 trigger1 = FrontEdgeDist < 100 trigger1 = life > 300 trigger1 = power >= 1000 trigger1 = AnimTime = 0 value = 3501 [State -1, スタンガン];ゲージレベル1 type = ChangeState trigger1 = p2bodydist X < 30 trigger1 = power >= 1000 trigger1 = AnimTime = 0 value = 13601 [State 4009, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = FrontEdgeDist < 100 value = 15012 [State 4008, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 34001 ;立ち弱キック [Statedef 10231] type = S movetype= A physics = S juggle = 2 poweradd= 18 ctrl = 0 velset = 0,0 anim = 230+var(9) sprpriority = 2 [State 230, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 230, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 230, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 230, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 1 [State 230, 音を鳴らす(攻撃1)] type = PlaySnd triggerall = time = 0 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 4 value = 400+var(16), 0 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 230, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 230, ピシィ!分岐] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 4 Range = 0,5 [State 230, ヒット定義1P-1] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = S, NA animtype = Light damage = 24 guardflag = MA pausetime = 12,12 sparkno = s10010 guard.sparkno = s10070 sparkxy = -10,-37 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 11 ground.velocity = -2 air.velocity = -2.5,-3.5 [State 230, ヒット定義1P-2] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = S, NA animtype = Light damage = 26 guardflag = MA pausetime = 12,12 sparkno = s10011 guard.sparkno = s10070 sparkxy = -10,-37 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 11 ground.velocity = -2 air.velocity = -2.5,-3.5 [State 230, ヒット定義1P-3] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = S, NA animtype = Light damage = 22 guardflag = MA pausetime = 12,12 sparkno = s10012 guard.sparkno = s10070 sparkxy = -10,-37 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 11 ground.velocity = -2 air.velocity = -2.5,-3.5 [State 230, ヒット定義1P-4] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = S, NA animtype = Light damage = 28 guardflag = MA pausetime = 12,12 sparkno = s10013 guard.sparkno = s10070 sparkxy = -10,-37 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 11 ground.velocity = -2 air.velocity = -2.5,-3.5 [State 230, ヒット定義1P-5] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = S, NA animtype = Light damage = 20 guardflag = MA pausetime = 12,12 sparkno = s10012 guard.sparkno = s10070 sparkxy = -10,-37 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 11 ground.velocity = -2 air.velocity = -2.5,-3.5 [State 230, ヒット定義1P-6] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = S, NA animtype = Light damage = 30 guardflag = MA pausetime = 12,12 sparkno = s10053 guard.sparkno = s10070 sparkxy = -10,-37 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 11 ground.velocity = -2 air.velocity = -2.5,-3.5 [State 230, ヒット定義2P-1] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = S, NA animtype = Light damage = 24 guardflag = MA pausetime = 12,12 sparkno = s10014 guard.sparkno = s10071 sparkxy = -10,-37 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 11 ground.velocity = -2 air.velocity = -2.5,-3.5 [State 230, ヒット定義2P-2] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = S, NA animtype = Light damage = 26 guardflag = MA pausetime = 12,12 sparkno = s10015 guard.sparkno = s10071 sparkxy = -10,-37 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 11 ground.velocity = -2 air.velocity = -2.5,-3.5 [State 230, ヒット定義2P-3] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = S, NA animtype = Light damage = 22 guardflag = MA pausetime = 12,12 sparkno = s10016 guard.sparkno = s10071 sparkxy = -10,-37 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 11 ground.velocity = -2 air.velocity = -2.5,-3.5 [State 230, ヒット定義2P-4] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = S, NA animtype = Light damage = 28 guardflag = MA pausetime = 12,12 sparkno = s10017 guard.sparkno = s10071 sparkxy = -10,-37 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 11 ground.velocity = -2 air.velocity = -2.5,-3.5 [State 230, ヒット定義2P-5] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = S, NA animtype = Light damage = 20 guardflag = MA pausetime = 12,12 sparkno = s10016 guard.sparkno = s10071 sparkxy = -10,-37 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 11 ground.velocity = -2 air.velocity = -2.5,-3.5 [State 230, ヒット定義2P-6] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = S, NA animtype = Light damage = 30 guardflag = MA pausetime = 12,12 sparkno = s10057 guard.sparkno = s10071 sparkxy = -10,-37 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 11 ground.velocity = -2 air.velocity = -2.5,-3.5 [State 230, コンボ補正] type = Varset trigger1 = movehit fv = 1 value = fVar(1)*0.8 persistent = 0 ignorehitpause = 1 [State 230, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;立ち強キック [Statedef 10241] type = S movetype= A physics = S juggle = 3 poweradd= 32 ctrl = 0 velset = 0,0 anim = 240+var(9) sprpriority = 2 [State 240, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 240, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 240, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 3 [State 240, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 240, 音を鳴らす(攻撃2)] type = PlaySnd triggerall = time = 0 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 4 value = 400+var(16), 1 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 240, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 240, ドカッ!分岐] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 4 Range = 0,5 [State 240, ヒット定義1P-1] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = S, NA animtype = Medium damage = 65 guardflag = MA pausetime = 12,12 sparkno = s10020 guard.sparkno = s10070 sparkxy = -10,-85 hitsound = 5,2 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 air.hittime = 25 fall.recover = 0 [State 240, ヒット定義1P-2] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = S, NA animtype = Medium damage = 71 guardflag = MA pausetime = 12,12 sparkno = s10021 guard.sparkno = s10070 sparkxy = -10,-85 hitsound = 5,2 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 air.hittime = 25 fall.recover = 0 [State 240, ヒット定義1P-3] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = S, NA animtype = Medium damage = 61 guardflag = MA pausetime = 12,12 sparkno = s10022 guard.sparkno = s10070 sparkxy = -10,-85 hitsound = 5,2 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 air.hittime = 25 fall.recover = 0 [State 240, ヒット定義1P-4] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = S, NA animtype = Medium damage = 75 guardflag = MA pausetime = 12,12 sparkno = s10023 guard.sparkno = s10070 sparkxy = -10,-85 hitsound = 5,2 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 air.hittime = 25 fall.recover = 0 [State 240, ヒット定義1P-5] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = S, NA animtype = Medium damage = 56 guardflag = MA pausetime = 12,12 sparkno = s10022 guard.sparkno = s10070 sparkxy = -10,-85 hitsound = 5,2 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 air.hittime = 25 fall.recover = 0 [State 240, ヒット定義1P-6] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = S, NA animtype = Medium damage = 82 guardflag = MA pausetime = 12,12 sparkno = s10053 guard.sparkno = s10070 sparkxy = -10,-85 hitsound = 5,2 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 air.hittime = 25 fall.recover = 0 [State 240, ヒット定義2P-1] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = S, NA animtype = Medium damage = 65 guardflag = MA pausetime = 12,12 sparkno = s10024 guard.sparkno = s10071 sparkxy = -10,-85 hitsound = 5,2 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 air.hittime = 25 fall.recover = 0 [State 240, ヒット定義2P-2] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = S, NA animtype = Medium damage = 71 guardflag = MA pausetime = 12,12 sparkno = s10025 guard.sparkno = s10071 sparkxy = -10,-85 hitsound = 5,2 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 air.hittime = 25 fall.recover = 0 [State 240, ヒット定義2P-3] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = S, NA animtype = Medium damage = 61 guardflag = MA pausetime = 12,12 sparkno = s10026 guard.sparkno = s10071 sparkxy = -10,-85 hitsound = 5,2 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 air.hittime = 25 fall.recover = 0 [State 240, ヒット定義2P-4] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = S, NA animtype = Medium damage = 75 guardflag = MA pausetime = 12,12 sparkno = s10027 guard.sparkno = s10071 sparkxy = -10,-85 hitsound = 5,2 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 air.hittime = 25 fall.recover = 0 [State 240, ヒット定義2P-5] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = S, NA animtype = Medium damage = 56 guardflag = MA pausetime = 12,12 sparkno = s10026 guard.sparkno = s10071 sparkxy = -10,-85 hitsound = 5,2 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 air.hittime = 25 fall.recover = 0 [State 240, ヒット定義2P-6] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = S, NA animtype = Medium damage = 82 guardflag = MA pausetime = 12,12 sparkno = s10057 guard.sparkno = s10071 sparkxy = -10,-85 hitsound = 5,2 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 air.hittime = 25 fall.recover = 0 [State 240, コンボ補正] type = Varset trigger1 = movehit fv = 1 value = fVar(1)*0.8 persistent = 0 ignorehitpause = 1 [State 240, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 11011 ;ストレート [Statedef 11011] type = S movetype= A physics = S juggle = 3 poweradd= 35 velset = 0,0 anim = 1000+var(9) ctrl = 0 sprpriority = 2 [State 1000, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 1000, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1000, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1000, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 3 [State 1000, 音を鳴らす(攻撃3)] type = PlaySnd triggerall = time = 0 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 4 value = 400+var(16), 2 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 1000, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 1000, バキッ!分岐] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 4 Range = 0,5 [State 1000, 軸位置移動] type = PosAdd trigger1 = AnimElem = 2 x = 20 [State 1000, 軸位置移動] type = PosAdd trigger1 = AnimElem = 3 trigger2 = AnimElem = 13 x = 10 [State 1000, 軸位置移動] type = PosAdd trigger1 = AnimElem = 5 x = 5 [State 1000, 移動速度] type = VelSet trigger1 = AnimElem = 5 x = 4 [State 1000, ヒット定義1P-1] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = S, NA animtype = Hard damage = 61 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10030 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義1P-2] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = S, NA animtype = Hard damage = 67 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10031 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義1P-3] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = S, NA animtype = Hard damage = 58 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10032 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義1P-4] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = S, NA animtype = Hard damage = 70 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10033 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義1P-5] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = S, NA animtype = Hard damage = 53 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10032 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義1P-6] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = S, NA animtype = Hard damage = 77 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10063 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義2P-1] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = S, NA animtype = Hard damage = 61 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10034 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義2P-2] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = S, NA animtype = Hard damage = 67 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10035 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義2P-3] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = S, NA animtype = Hard damage = 58 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10036 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義2P-4] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = S, NA animtype = Hard damage = 70 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10037 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義2P-5] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = S, NA animtype = Hard damage = 53 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10036 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義2P-6] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = S, NA animtype = Hard damage = 77 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10067 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, コンボ補正] type = Varset trigger1 = movehit fv = 1 value = fVar(1)*0.8 persistent = 0 ignorehitpause = 1 [State 1000, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = p2stateno = [150,190] value = 15002 [State 2050, ステート変更鈍器] type = ChangeState trigger1 = AnimTime = 0 trigger1 = FrontEdgeDist < 100 value = 13001 [State -1, スピードアップポーション];ゲージレベル0 type = ChangeState trigger1 = var(9) = 0 trigger1 = AnimTime = 0 value = 20000 [State -1, ハイスピードポーション];ゲージレベル0 type = ChangeState trigger1 = var(9) = 1 trigger1 = life < 100 trigger1 = AnimTime = 0 value = 20010 [State -1, バーサークポーション使用];ゲージレベル1 type = ChangeState trigger1 = var(9) = 2 trigger1 = life < 100 trigger1 = power >= 1000 value = 20020 [State 1000, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 1300 ;しゃがみ弱パンチ [Statedef 10401] type = C movetype= A physics = C juggle = 3 poweradd= 10 ctrl = 0 anim = 403 sprpriority = 2 facep2 = 1 [State 400, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 400, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 400, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 400, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 1 value = 0, 0 [State 400, 音を鳴らす(攻撃1)] type = PlaySnd triggerall = time = 0 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 4 value = 400+var(16), 0 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 400, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 400, ピシィ!分岐] Type = VarRandom trigger1 = PalNo != 11 trigger1 = PalNo != 12 Trigger1 = Time = 0 V = 4 Range = 0,5 [State 400, ヒット定義1P-1] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = C, NA damage = 17 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10010 guard.sparkno = s10070 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義1P-2] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = C, NA damage = 19 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10011 guard.sparkno = s10070 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義1P-3] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = C, NA damage = 16 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10012 guard.sparkno = s10070 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義1P-4] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = C, NA damage = 20 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10013 guard.sparkno = s10070 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義1P-5] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = C, NA damage = 14 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10012 guard.sparkno = s10070 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義1P-6] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = C, NA damage = 22 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10043 guard.sparkno = s10070 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義2P-1] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = C, NA damage = 17 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10014 guard.sparkno = s10071 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義2P-2] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = C, NA damage = 19 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10015 guard.sparkno = s10071 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義2P-3] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = C, NA damage = 16 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10016 guard.sparkno = s10071 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義2P-4] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = C, NA damage = 20 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10017 guard.sparkno = s10071 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義2P-5] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = C, NA damage = 14 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10016 guard.sparkno = s10071 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義2P-6] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = C, NA damage = 22 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10047 guard.sparkno = s10071 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, コンボ補正] type = Varset trigger1 = movehit fv = 1 value = fVar(1)*0.8 persistent = 0 ignorehitpause = 1 [State 400, コントロール] type = CtrlSet trigger1 = Time = 5 value = 1 [State 400, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 11 ;しゃがみ強パンチ [Statedef 10411] type = C movetype= A physics = C juggle = 4 poweradd= 25 ctrl = 0 anim = 410+var(9) sprpriority = 2 [State 410, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 410, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 410, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 410, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 3 [State 410, 音を鳴らす(攻撃5)] type = PlaySnd triggerall = time = 0 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 4 value = 400+var(16), 4 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 410, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 410, ドカッ!分岐] Type = VarRandom trigger1 = PalNo != 11 trigger1 = PalNo != 12 Trigger1 = Time = 0 V = 4 Range = 0,5 [State 410, ヒット定義1P-1] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = C, NA damage = 43 animtype = Medium hitflag = MAF guardflag = M pausetime = 12,12 sparkno = s10020 guard.sparkno = s10070 sparkxy = -10,-55 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4 air.velocity = -3,-4 [State 410, ヒット定義1P-2] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = C, NA damage = 47 animtype = Medium hitflag = MAF guardflag = M pausetime = 12,12 sparkno = s10021 guard.sparkno = s10070 sparkxy = -10,-55 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4 air.velocity = -3,-4 [State 410, ヒット定義1P-3] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = C, NA damage = 40 animtype = Medium hitflag = MAF guardflag = M pausetime = 12,12 sparkno = s10022 guard.sparkno = s10070 sparkxy = -10,-55 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4 air.velocity = -3,-4 [State 410, ヒット定義1P-4] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = C, NA damage = 50 animtype = Medium hitflag = MAF guardflag = M pausetime = 12,12 sparkno = s10023 guard.sparkno = s10070 sparkxy = -10,-55 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4 air.velocity = -3,-4 [State 410, ヒット定義1P-5] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = C, NA damage = 37 animtype = Medium hitflag = MAF guardflag = M pausetime = 12,12 sparkno = s10022 guard.sparkno = s10070 sparkxy = -10,-55 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4 air.velocity = -3,-4 [State 410, ヒット定義1P-6] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = C, NA damage = 54 animtype = Medium hitflag = MAF guardflag = M pausetime = 12,12 sparkno = s10053 guard.sparkno = s10070 sparkxy = -10,-55 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4 air.velocity = -3,-4 [State 410, ヒット定義2P-1] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = C, NA damage = 43 animtype = Medium hitflag = MAF guardflag = M pausetime = 12,12 sparkno = s10024 guard.sparkno = s10071 sparkxy = -10,-55 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4 air.velocity = -3,-4 [State 410, ヒット定義2P-2] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = C, NA damage = 47 animtype = Medium hitflag = MAF guardflag = M pausetime = 12,12 sparkno = s10025 guard.sparkno = s10071 sparkxy = -10,-55 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4 air.velocity = -3,-4 [State 410, ヒット定義2P-3] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = C, NA damage = 40 animtype = Medium hitflag = MAF guardflag = M pausetime = 12,12 sparkno = s10026 guard.sparkno = s10071 sparkxy = -10,-55 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4 air.velocity = -3,-4 [State 410, ヒット定義2P-4] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = C, NA damage = 50 animtype = Medium hitflag = MAF guardflag = M pausetime = 12,12 sparkno = s10027 guard.sparkno = s10071 sparkxy = -10,-55 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4 air.velocity = -3,-4 [State 410, ヒット定義2P-5] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = C, NA damage = 37 animtype = Medium hitflag = MAF guardflag = M pausetime = 12,12 sparkno = s10026 guard.sparkno = s10071 sparkxy = -10,-55 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4 air.velocity = -3,-4 [State 410, ヒット定義2P-6] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = C, NA damage = 54 animtype = Medium hitflag = MAF guardflag = M pausetime = 12,12 sparkno = s10057 guard.sparkno = s10071 sparkxy = -10,-55 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4 air.velocity = -3,-4 [State 410, コンボ補正] type = Varset trigger1 = movehit fv = 1 value = fVar(1)*0.8 persistent = 0 ignorehitpause = 1 [State 410, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;アッパー [Statedef 11023] type = S movetype= A physics = N juggle = 6 poweradd= 20 velset = 0,0 anim = 1020+var(9) ctrl = 0 sprpriority = 2 [State 1020, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 1020, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1020, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1020, 速度乗算] type = VelMul trigger1 = 1 x = .85 * ifelse(AnimElemTime(6) < 0, 1, .8) [State 1020, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 3 [State 1020, 音を鳴らす(攻撃5)] type = PlaySnd triggerall = time = 0 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 4 value = 400+var(16), 4 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 1020, バキッ!分岐] Type = VarRandom Trigger1 = Time = 0 V = 4 Range = 0,3 [State 1020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 2 x = 10 [State 1020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 3 trigger2 = AnimElem = 12 x = 5 [State 1020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 4 x = 3 [State 1020, 移動速度] type = VelSet trigger1 = AnimElem = 4 x = 7 [State 1020, ヒット定義1P] type = HitDef trigger1 = AnimElem = 4 trigger1 = Facing = 1 attr = S, SA animtype = diagup damage = 50 getpower = 0 priority = 4 guardflag = MA pausetime = 8,7 sparkxy = -10,-60 guard.sparkno = s10070 hitsound = 5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 20 ground.hittime = 20 ground.velocity = -2,-6 guard.velocity = -7 air.velocity = -2,-3 airguard.velocity = -1, -3 fall.recover = 0 fall = 1 [State 1020, ヒット定義2P] type = HitDef trigger1 = AnimElem = 4 trigger1 = Facing = -1 attr = S, SA animtype = diagup damage = 50 getpower = 0 priority = 4 guardflag = MA pausetime = 8,7 sparkxy = -10,-60 guard.sparkno = s10071 hitsound = 5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 20 ground.hittime = 20 ground.velocity = -2,-6 guard.velocity = -7 air.velocity = -2,-3 airguard.velocity = -1, -3 fall.recover = 0 fall = 1 [State 1020, バキッ!1Pの1] type = Explod trigger1 = MoveHit trigger1 = Facing = 1 trigger1 = var(4) = 0 anim = 10034 postype = p2 ownpal = 1 pos = 30,-76 ontop = 1 [State 1020, バキッ!1Pの2] type = Explod trigger1 = MoveHit trigger1 = Facing = 1 trigger1 = var(4) = 1 anim = 10035 postype = p2 ownpal = 1 pos = 30,-76 ontop = 1 [State 1020, バキッ!1Pの3] type = Explod trigger1 = MoveHit trigger1 = Facing = 1 trigger1 = var(4) = 2 anim = 10036 postype = p2 ownpal = 1 pos = 30,-76 ontop = 1 [State 1020, バキッ!1Pの4] type = Explod trigger1 = MoveHit trigger1 = Facing = 1 trigger1 = var(4) = 3 anim = 10037 postype = p2 ownpal = 1 pos = 30,-76 ontop = 1 [State 1020, バキッ!2Pの1] type = Explod trigger1 = MoveHit trigger1 = Facing = -1 trigger1 = var(4) = 0 anim = 10030 postype = p2 ownpal = 1 pos = 30,-76 ontop = 1 [State 1020, バキッ!2Pの2] type = Explod trigger1 = MoveHit trigger1 = Facing = -1 trigger1 = var(4) = 1 anim = 10031 postype = p2 ownpal = 1 pos = 30,-76 ontop = 1 [State 1020, バキッ!2Pの3] type = Explod trigger1 = MoveHit trigger1 = Facing = -1 trigger1 = var(4) = 2 anim = 10032 postype = p2 ownpal = 1 pos = 30,-76 ontop = 1 [State 1020, バキッ!2Pの4] type = Explod trigger1 = MoveHit trigger1 = Facing = -1 trigger1 = var(4) = 3 anim = 10033 postype = p2 ownpal = 1 pos = 30,-76 ontop = 1 [State 1020, コンボ補正] type = Varset trigger1 = movehit fv = 1 value = fVar(1)*0.8 persistent = 0 ignorehitpause = 1 [State 1020, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1= life > 800 value = 15005 [State 1020, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 10231 ;ジャンプ弱キック [Statedef 10631] type = A movetype= A physics = A juggle = 2 poweradd= 10 ctrl = 0 anim = 630+var(9) sprpriority = 2 [State 630, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 630, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 630, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 630, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 1 value = 0, 0 [State 630, 音を鳴らす(攻撃1)] type = PlaySnd triggerall = time = 0 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 4 value = 400+var(16), 0 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 630, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 630, ピシィ!分岐] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 4 Range = 0,5 [State 630, ヒット定義1P-1] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = A, NA damage = 17 guardflag = HA priority = 3 pausetime = 8,8 sparkno = s10010 guard.sparkno = s10070 sparkxy = -5,-35 hitsound = 5,0 guardsound = 6,0 ground.type = High ground.slidetime = 6 ground.hittime = 6 ground.velocity = -4 air.velocity = -2,-3 [State 630, ヒット定義1P-2] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = A, NA damage = 19 guardflag = HA priority = 3 pausetime = 8,8 sparkno = s10011 guard.sparkno = s10070 sparkxy = -5,-35 hitsound = 5,0 guardsound = 6,0 ground.type = High ground.slidetime = 6 ground.hittime = 6 ground.velocity = -4 air.velocity = -2,-3 [State 630, ヒット定義1P-3] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = A, NA damage = 16 guardflag = HA priority = 3 pausetime = 8,8 sparkno = s10012 guard.sparkno = s10070 sparkxy = -5,-35 hitsound = 5,0 guardsound = 6,0 ground.type = High ground.slidetime = 6 ground.hittime = 6 ground.velocity = -4 air.velocity = -2,-3 [State 630, ヒット定義1P-4] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = A, NA damage = 20 guardflag = HA priority = 3 pausetime = 8,8 sparkno = s10013 guard.sparkno = s10070 sparkxy = -5,-35 hitsound = 5,0 guardsound = 6,0 ground.type = High ground.slidetime = 6 ground.hittime = 6 ground.velocity = -4 air.velocity = -2,-3 [State 630, ヒット定義1P-5] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = A, NA damage = 15 guardflag = HA priority = 3 pausetime = 8,8 sparkno = s10012 guard.sparkno = s10070 sparkxy = -5,-35 hitsound = 5,0 guardsound = 6,0 ground.type = High ground.slidetime = 6 ground.hittime = 6 ground.velocity = -4 air.velocity = -2,-3 [State 630, ヒット定義1P-6] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = A, NA damage = 22 guardflag = HA priority = 3 pausetime = 8,8 sparkno = s10043 guard.sparkno = s10070 sparkxy = -5,-35 hitsound = 5,0 guardsound = 6,0 ground.type = High ground.slidetime = 6 ground.hittime = 6 ground.velocity = -4 air.velocity = -2,-3 [State 630, ヒット定義2P-1] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = A, NA damage = 17 guardflag = HA priority = 3 pausetime = 8,8 sparkno = s10014 guard.sparkno = s10071 sparkxy = -5,-35 hitsound = 5,0 guardsound = 6,0 ground.type = High ground.slidetime = 6 ground.hittime = 6 ground.velocity = -4 air.velocity = -2,-3 [State 630, ヒット定義2P-2] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = A, NA damage = 19 guardflag = HA priority = 3 pausetime = 8,8 sparkno = s10015 guard.sparkno = s10071 sparkxy = -5,-35 hitsound = 5,0 guardsound = 6,0 ground.type = High ground.slidetime = 6 ground.hittime = 6 ground.velocity = -4 air.velocity = -2,-3 [State 630, ヒット定義2P-3] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = A, NA damage = 16 guardflag = HA priority = 3 pausetime = 8,8 sparkno = s10016 guard.sparkno = s10071 sparkxy = -5,-35 hitsound = 5,0 guardsound = 6,0 ground.type = High ground.slidetime = 6 ground.hittime = 6 ground.velocity = -4 air.velocity = -2,-3 [State 630, ヒット定義2P-4] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = A, NA damage = 20 guardflag = HA priority = 3 pausetime = 8,8 sparkno = s10017 guard.sparkno = s10071 sparkxy = -5,-35 hitsound = 5,0 guardsound = 6,0 ground.type = High ground.slidetime = 6 ground.hittime = 6 ground.velocity = -4 air.velocity = -2,-3 [State 630, ヒット定義2P-5] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = A, NA damage = 15 guardflag = HA priority = 3 pausetime = 8,8 sparkno = s10016 guard.sparkno = s10071 sparkxy = -5,-35 hitsound = 5,0 guardsound = 6,0 ground.type = High ground.slidetime = 6 ground.hittime = 6 ground.velocity = -4 air.velocity = -2,-3 [State 630, ヒット定義2P-6] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = A, NA damage = 22 guardflag = HA priority = 3 pausetime = 8,8 sparkno = s10047 guard.sparkno = s10071 sparkxy = -5,-35 hitsound = 5,0 guardsound = 6,0 ground.type = High ground.slidetime = 6 ground.hittime = 6 ground.velocity = -4 air.velocity = -2,-3 [State 630, コンボ補正] type = Varset trigger1 = movehit fv = 1 value = fVar(1)*0.8 persistent = 0 ignorehitpause = 1 ;ジャンプ強キック [Statedef 10641] type = A movetype= A physics = A juggle = 3 poweradd= 35 ctrl = 0 anim = 640+var(9) sprpriority = 2 [State 640, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 640, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 640, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 640, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 3 [State 640, 音を鳴らす(攻撃2)] type = PlaySnd triggerall = time = 0 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 4 value = 400+var(16), 1 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 640, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 640, ドカッ!分岐] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 4 Range = 0,5 [State 640, ヒット定義1P-1] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = A, NA damage = 48 guardflag = HA priority = 4 pausetime = 12,12 sparkno = s10020 guard.sparkno = s10070 sparkxy = -10,-40 hitsound = 5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -5 air.velocity = -3,-4 [State 640, ヒット定義1P-2] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = A, NA damage = 52 guardflag = HA priority = 4 pausetime = 12,12 sparkno = s10021 guard.sparkno = s10070 sparkxy = -10,-40 hitsound = 5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -5 air.velocity = -3,-4 [State 640, ヒット定義1P-3] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = A, NA damage = 45 guardflag = HA priority = 4 pausetime = 12,12 sparkno = s10022 guard.sparkno = s10070 sparkxy = -10,-40 hitsound = 5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -5 air.velocity = -3,-4 [State 640, ヒット定義1P-4] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = A, NA damage = 55 guardflag = HA priority = 4 pausetime = 12,12 sparkno = s10023 guard.sparkno = s10070 sparkxy = -10,-40 hitsound = 5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -5 air.velocity = -3,-4 [State 640, ヒット定義1P-5] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = A, NA damage = 42 guardflag = HA priority = 4 pausetime = 12,12 sparkno = s10022 guard.sparkno = s10070 sparkxy = -10,-40 hitsound = 5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -5 air.velocity = -3,-4 [State 640, ヒット定義1P-6] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = A, NA damage = 60 guardflag = HA priority = 4 pausetime = 12,12 sparkno = s10053 guard.sparkno = s10070 sparkxy = -10,-40 hitsound = 5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -5 air.velocity = -3,-4 [State 640, ヒット定義2P-1] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = A, NA damage = 48 guardflag = HA priority = 4 pausetime = 12,12 sparkno = s10024 guard.sparkno = s10071 sparkxy = -10,-40 hitsound = 5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -5 air.velocity = -3,-4 [State 640, ヒット定義2P-2] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = A, NA damage = 52 guardflag = HA priority = 4 pausetime = 12,12 sparkno = s10025 guard.sparkno = s10071 sparkxy = -10,-40 hitsound = 5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -5 air.velocity = -3,-4 [State 640, ヒット定義2P-3] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = A, NA damage = 45 guardflag = HA priority = 4 pausetime = 12,12 sparkno = s10026 guard.sparkno = s10071 sparkxy = -10,-40 hitsound = 5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -5 air.velocity = -3,-4 [State 640, ヒット定義2P-4] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = A, NA damage = 55 guardflag = HA priority = 4 pausetime = 12,12 sparkno = s10027 guard.sparkno = s10071 sparkxy = -10,-40 hitsound = 5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -5 air.velocity = -3,-4 [State 640, ヒット定義2P-5] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = A, NA damage = 42 guardflag = HA priority = 4 pausetime = 12,12 sparkno = s10026 guard.sparkno = s10071 sparkxy = -10,-40 hitsound = 5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -5 air.velocity = -3,-4 [State 640, ヒット定義2P-6] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = A, NA damage = 60 guardflag = HA priority = 4 pausetime = 12,12 sparkno = s10057 guard.sparkno = s10071 sparkxy = -10,-40 hitsound = 5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -5 air.velocity = -3,-4 [State 640, コンボ補正] type = Varset trigger1 = movehit fv = 1 value = fVar(1)*0.8 persistent = 0 ignorehitpause = 1 ;ジャンプ強キック [Statedef 20641] type = A movetype= A physics = A juggle = 3 poweradd= 35 ctrl = 0 anim = 640+var(9) sprpriority = 2 [State 640, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 640, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 640, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 640, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 3 [State 640, 音を鳴らす(攻撃2)] type = PlaySnd triggerall = time = 0 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 5 value = 400+var(16), 1 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 640, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 640, ドカッ!分岐] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 4 Range = 0,5 [State 640, ヒット定義1P-1] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = A, NA damage = 48 guardflag = HA priority = 4 pausetime = 12,12 sparkno = s10020 guard.sparkno = s10070 sparkxy = -10,-40 hitsound = 5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -5 air.velocity = -3,-4 [State 640, ヒット定義1P-2] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = A, NA damage = 52 guardflag = HA priority = 4 pausetime = 12,12 sparkno = s10021 guard.sparkno = s10070 sparkxy = -10,-40 hitsound = 5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -5 air.velocity = -3,-4 [State 640, ヒット定義1P-3] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = A, NA damage = 45 guardflag = HA priority = 4 pausetime = 12,12 sparkno = s10022 guard.sparkno = s10070 sparkxy = -10,-40 hitsound = 5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -5 air.velocity = -3,-4 [State 640, ヒット定義1P-4] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = A, NA damage = 55 guardflag = HA priority = 4 pausetime = 12,12 sparkno = s10023 guard.sparkno = s10070 sparkxy = -10,-40 hitsound = 5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -5 air.velocity = -3,-4 [State 640, ヒット定義1P-5] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = A, NA damage = 42 guardflag = HA priority = 4 pausetime = 12,12 sparkno = s10022 guard.sparkno = s10070 sparkxy = -10,-40 hitsound = 5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -5 air.velocity = -3,-4 [State 640, ヒット定義1P-6] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = A, NA damage = 60 guardflag = HA priority = 4 pausetime = 12,12 sparkno = s10053 guard.sparkno = s10070 sparkxy = -10,-40 hitsound = 5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -5 air.velocity = -3,-4 [State 640, ヒット定義2P-1] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = A, NA damage = 48 guardflag = HA priority = 4 pausetime = 12,12 sparkno = s10024 guard.sparkno = s10071 sparkxy = -10,-40 hitsound = 5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -5 air.velocity = -3,-4 [State 640, ヒット定義2P-2] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = A, NA damage = 52 guardflag = HA priority = 4 pausetime = 12,12 sparkno = s10025 guard.sparkno = s10071 sparkxy = -10,-40 hitsound = 5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -5 air.velocity = -3,-4 [State 640, ヒット定義2P-3] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = A, NA damage = 45 guardflag = HA priority = 4 pausetime = 12,12 sparkno = s10026 guard.sparkno = s10071 sparkxy = -10,-40 hitsound = 5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -5 air.velocity = -3,-4 [State 640, ヒット定義2P-4] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = A, NA damage = 55 guardflag = HA priority = 4 pausetime = 12,12 sparkno = s10027 guard.sparkno = s10071 sparkxy = -10,-40 hitsound = 5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -5 air.velocity = -3,-4 [State 640, ヒット定義2P-5] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = A, NA damage = 42 guardflag = HA priority = 4 pausetime = 12,12 sparkno = s10026 guard.sparkno = s10071 sparkxy = -10,-40 hitsound = 5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -5 air.velocity = -3,-4 [State 640, ヒット定義2P-6] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = A, NA damage = 60 guardflag = HA priority = 4 pausetime = 12,12 sparkno = s10057 guard.sparkno = s10071 sparkxy = -10,-40 hitsound = 5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -5 air.velocity = -3,-4 [State 640, コンボ補正] type = Varset trigger1 = movehit fv = 1 value = fVar(1)*0.8 persistent = 0 ignorehitpause = 1 ;エア投石 [Statedef 11351] type = A movetype= A physics = A poweradd= 40 anim = 4700+var(9) ctrl = 0 sprpriority = 2 [State 1350, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 1350, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1350, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1350, 変数] type = VarSet trigger1 = Time = 0 v = 6 value = (command = "y") [State 1350, 物理的なキャラの幅] type = Width trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(10) < 0) player = 30,0 edge = 48,0 [State 1350, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 4 value = 800, 0 [State 1350, 音を鳴らす(攻撃1)] type = PlaySnd triggerall = time = 0 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 4 value = 400+var(16), 0 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 1350, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 1350, ドカッ!分岐] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 4 Range = 0,5 [State 1350, 石1P-1] type = Projectile trigger1 = AnimElem = 4 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = S, SP damage = 61, 6 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 20,-50 velocity = ceil(4+var(6)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10080 guard.sparkno = s10070 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1350, 石1P-2] type = Projectile trigger1 = AnimElem = 4 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = S, SP damage = 69, 6 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 20,-50 velocity = ceil(4+var(6)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10081 guard.sparkno = s10070 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1350, 石1P-3] type = Projectile trigger1 = AnimElem = 4 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = S, SP damage = 58, 5 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 20,-50 velocity = ceil(4+var(6)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10082 guard.sparkno = s10070 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1350, 石1P-4] type = Projectile trigger1 = AnimElem = 4 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = S, SP damage = 72, 7 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 20,-50 velocity = ceil(4+var(6)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10083 guard.sparkno = s10070 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1350, 石1P-5] type = Projectile trigger1 = AnimElem = 4 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = S, SP damage = 54, 5 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 20,-50 velocity = ceil(4+var(6)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10082 guard.sparkno = s10070 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1350, 石1P-6] type = Projectile trigger1 = AnimElem = 4 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = S, SP damage = 78, 7 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 20,-50 velocity = ceil(4+var(6)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10088 guard.sparkno = s10070 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1350, 石2P-1] type = Projectile trigger1 = AnimElem = 4 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = S, SP damage = 61, 6 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 20,-50 velocity = ceil(4+var(6)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10084 guard.sparkno = s10071 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1350, 石2P-2] type = Projectile trigger1 = AnimElem = 4 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = S, SP damage = 69, 6 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 20,-50 velocity = ceil(4+var(6)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10085 guard.sparkno = s10071 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1350, 石2P-3] type = Projectile trigger1 = AnimElem = 4 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = S, SP damage = 58, 5 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 20,-50 velocity = ceil(4+var(6)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10086 guard.sparkno = s10071 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1350, 石2P-4] type = Projectile trigger1 = AnimElem = 4 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = S, SP damage = 72, 7 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 20,-50 velocity = ceil(4+var(6)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10087 guard.sparkno = s10071 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1350, 石2P-5] type = Projectile trigger1 = AnimElem = 4 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = S, SP damage = 54, 5 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 20,-50 velocity = ceil(4+var(6)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10086 guard.sparkno = s10071 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1350, 石2P-6] type = Projectile trigger1 = AnimElem = 4 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = S, SP damage = 78, 7 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 20,-50 velocity = ceil(4+var(6)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10089 guard.sparkno = s10071 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 ;エア投石 [Statedef 21351] type = A movetype= A physics = A poweradd= 40 anim = 4700+var(9) ctrl = 0 sprpriority = 2 [State 1350, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 1350, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1350, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1350, 変数] type = VarSet trigger1 = Time = 0 v = 6 value = (command = "y") [State 1350, 物理的なキャラの幅] type = Width trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(10) < 0) player = 30,0 edge = 48,0 [State 1350, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 4 value = 800, 0 [State 1350, 音を鳴らす(攻撃1)] type = PlaySnd triggerall = time = 0 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 4 value = 400+var(16), 0 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 1350, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 1350, ドカッ!分岐] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 4 Range = 0,5 [State 1350, 石1P-1] type = Projectile trigger1 = AnimElem = 4 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = S, SP damage = 61, 6 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 20,-50 velocity = ceil(2+var(6)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10080 guard.sparkno = s10070 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1350, 石1P-2] type = Projectile trigger1 = AnimElem = 4 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = S, SP damage = 69, 6 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 20,-50 velocity = ceil(3+var(6)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10081 guard.sparkno = s10070 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1350, 石1P-3] type = Projectile trigger1 = AnimElem = 4 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = S, SP damage = 58, 5 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 20,-50 velocity = ceil(4+var(6)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10082 guard.sparkno = s10070 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1350, 石1P-4] type = Projectile trigger1 = AnimElem = 4 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = S, SP damage = 72, 7 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 20,-50 velocity = ceil(5+var(6)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10083 guard.sparkno = s10070 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1350, 石1P-5] type = Projectile trigger1 = AnimElem = 4 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = S, SP damage = 54, 5 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 20,-50 velocity = ceil(6+var(6)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10082 guard.sparkno = s10070 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1350, 石1P-6] type = Projectile trigger1 = AnimElem = 4 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = S, SP damage = 78, 7 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 20,-50 velocity = ceil(7+var(6)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10088 guard.sparkno = s10070 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1350, 石2P-1] type = Projectile trigger1 = AnimElem = 4 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = S, SP damage = 61, 6 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 20,-50 velocity = ceil(1+var(6)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10084 guard.sparkno = s10071 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1350, 石2P-2] type = Projectile trigger1 = AnimElem = 4 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = S, SP damage = 69, 6 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 20,-50 velocity = ceil(2+var(6)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10085 guard.sparkno = s10071 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1350, 石2P-3] type = Projectile trigger1 = AnimElem = 4 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = S, SP damage = 58, 5 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 20,-50 velocity = ceil(3+var(6)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10086 guard.sparkno = s10071 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1350, 石2P-4] type = Projectile trigger1 = AnimElem = 4 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = S, SP damage = 72, 7 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 20,-50 velocity = ceil(4+var(6)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10087 guard.sparkno = s10071 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1350, 石2P-5] type = Projectile trigger1 = AnimElem = 4 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = S, SP damage = 54, 5 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 20,-50 velocity = ceil(5+var(6)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10086 guard.sparkno = s10071 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1350, 石2P-6] type = Projectile trigger1 = AnimElem = 4 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = S, SP damage = 78, 7 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 20,-50 velocity = ceil(6+var(6)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10089 guard.sparkno = s10071 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 ;しゃがみ強キック [Statedef 10441] type = C movetype= A physics = C juggle = 3 poweradd= 38 ctrl = 0 anim = 440+var(9) sprpriority = 2 [State 440, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 440, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 440, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 440, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 1 value = 0, 3 [State 440, 音を鳴らす(攻撃2)] type = PlaySnd triggerall = time = 0 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 4 value = 400+var(16), 1 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 440, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 440, ドカッ!分岐] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 4 Range = 0,5 [State 440, ヒット定義1P-1] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = C, NA damage = 69 hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = s10020 guard.sparkno = s10070 sparkxy = -5,-10 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 15 ground.velocity = -1.5,-2 air.velocity = -1.2,-3 guard.velocity = -5 fall = 0 [State 440, ヒット定義1P-2] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = C, NA damage = 75 hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = s10021 guard.sparkno = s10070 sparkxy = -5,-10 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 15 ground.velocity = -1.5,-2 air.velocity = -1.2,-3 guard.velocity = -5 fall = 0 [State 440, ヒット定義1P-3] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = C, NA damage = 65 hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = s10022 guard.sparkno = s10070 sparkxy = -5,-10 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 15 ground.velocity = -1.5,-2 air.velocity = -1.2,-3 guard.velocity = -5 fall = 0 [State 440, ヒット定義1P-4] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = C, NA damage = 79 hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = s10023 guard.sparkno = s10070 sparkxy = -5,-10 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 15 ground.velocity = -1.5,-2 air.velocity = -1.2,-3 guard.velocity = -5 fall = 0 [State 440, ヒット定義1P-5] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = C, NA damage = 60 hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = s10022 guard.sparkno = s10070 sparkxy = -5,-10 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 15 ground.velocity = -1.5,-2 air.velocity = -1.2,-3 guard.velocity = -5 fall = 0 [State 440, ヒット定義1P-6] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = C, NA damage = 87 hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = s10053 guard.sparkno = s10070 sparkxy = -5,-10 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 15 ground.velocity = -1.5,-2 air.velocity = -1.2,-3 guard.velocity = -5 fall = 0 [State 440, ヒット定義2P-1] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = C, NA damage = 69 hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = s10024 guard.sparkno = s10071 sparkxy = -5,-10 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 15 ground.velocity = -1.5,-2 air.velocity = -1.2,-3 guard.velocity = -5 fall = 0 [State 440, ヒット定義2P-2] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = C, NA damage = 75 hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = s10025 guard.sparkno = s10071 sparkxy = -5,-10 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 15 ground.velocity = -1.5,-2 air.velocity = -1.2,-3 guard.velocity = -5 fall = 0 [State 440, ヒット定義2P-3] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = C, NA damage = 65 hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = s10026 guard.sparkno = s10071 sparkxy = -5,-10 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 15 ground.velocity = -1.5,-2 air.velocity = -1.2,-3 guard.velocity = -5 fall = 0 [State 440, ヒット定義2P-4] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = C, NA damage = 79 hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = s10027 guard.sparkno = s10071 sparkxy = -5,-10 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 15 ground.velocity = -1.5,-2 air.velocity = -1.2,-3 guard.velocity = -5 fall = 0 [State 440, ヒット定義2P-5] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = C, NA damage = 60 hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = s10026 guard.sparkno = s10071 sparkxy = -5,-10 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 15 ground.velocity = -1.5,-2 air.velocity = -1.2,-3 guard.velocity = -5 fall = 0 [State 440, ヒット定義2P-6] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = C, NA damage = 87 hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = s10057 guard.sparkno = s10071 sparkxy = -5,-10 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 15 ground.velocity = -1.5,-2 air.velocity = -1.2,-3 guard.velocity = -5 fall = 0 [State 440, コンボ補正] type = Varset trigger1 = movehit fv = 1 value = fVar(1)*0.8 persistent = 0 ignorehitpause = 1 [State 440, 軸位置移動] type = PosAdd trigger1 = AnimElem = 10 x = 7 ;X軸を前方に25ピクセル移動させる ;残像拳(分岐) [Statedef 14021] type = S ctrl = 0 [State 4000, レッツポージング1] Type = VarRandom Trigger1 = Time = 0 Trigger1 = var(8) = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 10 Range = 0,8 [State 4000, レッツポージング2] Type = VarRandom Trigger1 = Time = 0 Trigger1 = var(8) = 1 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 10 Range = 1,8 [State 4000, レッツポージング3] Type = VarRandom Trigger1 = Time = 0 Trigger1 = var(8) = 2 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 10 Range = 2,8 [State 4000, レッツポージング4] Type = VarRandom Trigger1 = Time = 0 Trigger1 = var(8) = 3 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 10 Range = 3,8 [State 4000, レッツポージング5] Type = VarRandom Trigger1 = Time = 0 Trigger1 = var(8) = 4 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 10 Range = 4,8 [State 4000, レッツポージング6] Type = VarRandom Trigger1 = Time = 0 Trigger1 = var(8) = 5 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 10 Range = 5,8 [State 4000, レッツポージング7] Type = VarRandom Trigger1 = Time = 0 Trigger1 = var(8) = 6 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 10 Range = 6,8 [State 4000, レッツポージング8] Type = VarRandom Trigger1 = Time = 0 Trigger1 = var(8) = 7 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 10 Range = 7,8 [State 4000, 11・12P時における雌豹を引かないポージング] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo = 11 trigger2 = PalNo = 12 V = 10 Range = 0,7 [State 4000] type = ChangeState trigger1 = var(10) = 0 value = 14029 [State 4000] type = ChangeState trigger1 = var(10) = 1 value = 14031 [State 4000] type = ChangeState trigger1 = var(10) = 2 value = 14022 [State 4000] type = ChangeState trigger1 = var(10) = 3 value = 14023 [State 4000] type = ChangeState trigger1 = var(10) = 4 value = 14024 [State 4000] type = ChangeState trigger1 = var(10) = 5 value = 14025 [State 4000] type = ChangeState trigger1 = var(10) = 6 value = 14026 [State 4000] type = ChangeState trigger1 = var(10) = 8 value = 14027 [State 4000] type = ChangeState trigger1 = var(10) = 7 value = 14028 ;残像拳(0) [Statedef 14029] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 4000 ctrl = 0 sprpriority = 2 [State 4009, 音を鳴らす(より艶やかに)] type = PlaySnd trigger1 = time = 0 value = 600, 5 ;channel = 13 freqmul = 1+FVar(39) volume = 255 [State 4009, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 0 anim = 9999 pos = -5, -55 sound = S50, 4 poweradd = -1000 p2defmul = 1 [State 4009, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 1 anim = 9999 pos = -5, -55 sound = S50, 4 p2defmul = 1 [State 4009, 残像] type = AfterImage trigger1 = AnimElem = 1 time = 2 paladd = 40,60,100 timegap = 3 [State 4009, 残像表示時間] type = AfterImageTime trigger1 = 1 time = 500 [State 4009, 補正切り] type = VarSet trigger1 = time = 0 fvar(1) = 1 [State 4009, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 13711 ;残像拳(1) [Statedef 14031] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 4001 ctrl = 0 sprpriority = 2 [State 4001, 音を鳴らす(より艶やかに)] type = PlaySnd trigger1 = time = 0 value = 600, 5 ;channel = 13 freqmul = 1+FVar(39) volume = 255 [State 4001, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 0 pos = -5, -55 anim = 9999 sound = S50, 4 poweradd = -1000 p2defmul = 1 [State 4001, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 1 pos = -5, -55 anim = 9999 sound = S50, 4 p2defmul = 1 [State 4001, 残像] type = AfterImage trigger1 = AnimElem = 1 time = 2 timegap = 2 framegap = 2 trans = add [State 4001, 残像表示時間] type = AfterImageTime trigger1 = 1 time = 500 [State 4001, 補正切り] type = VarSet trigger1 = time = 0 fvar(1) = 1 [State 4001, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 13711 ;残像拳(2) [Statedef 14022] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 4002 ctrl = 0 sprpriority = 2 [State 4002, 音を鳴らす(より艶やかに)] type = PlaySnd trigger1 = time = 0 value = 600, 5 ;channel = 13 freqmul = 1+FVar(39) volume = 255 [State 4002, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 0 pos = -5, -55 anim = 9999 sound = S50, 4 poweradd = -1000 [State 4002, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 1 pos = -5, -55 anim = 9999 sound = S50, 4 [State 4002, 残像] type = AfterImage trigger1 = AnimElem = 1 palbright = 25,100,0 time = 2 timegap = 3 [State 4002, 残像表示時間] type = AfterImageTime trigger1 = 1 time = 500 [State 4002, 補正切り] type = VarSet trigger1 = time = 0 fvar(1) = 1 [State 4002, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 13711 ;残像拳(3) [Statedef 14023] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 4003 ctrl = 0 sprpriority = 2 [State 4003, 音を鳴らす(より艶やかに)] type = PlaySnd trigger1 = time = 0 value = 600, 5 ;channel = 13 freqmul = 1+FVar(39) volume = 255 [State 4003, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 0 pos = -5, -55 anim = 9999 sound = S50, 4 poweradd = -1000 [State 4003, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 1 pos = -5, -55 anim = 9999 sound = S50, 4 [State 4003, 残像] type = AfterImage trigger1 = AnimElem = 1 palbright = 0,255,0 time = 2 framegap = 10 [State 4003, 残像表示時間] type = AfterImageTime trigger1 = 1 time = 500 [State 4003, 補正切り] type = VarSet trigger1 = time = 0 fvar(1) = 1 [State 4003, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 13711 ;残像拳(4) [Statedef 14024] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 4004 ctrl = 0 sprpriority = 2 [State 4004, 音を鳴らす(より艶やかに)] type = PlaySnd trigger1 = time = 0 value = 600, 5 ;channel = 13 freqmul = 1+FVar(39) volume = 255 [State 4004, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 0 pos = -5, -55 anim = 9999 sound = S50, 4 poweradd = -1000 [State 4004, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 1 pos = -5, -55 anim = 9999 sound = S50, 4 [State 4004, 残像] type = AfterImage trigger1 = AnimElem = 1 palbright = 0,0,0 time = 2 paladd = 255,255,255 [State 4004, 残像表示時間] type = AfterImageTime trigger1 = 1 time = 500 [State 4004, 補正切り] type = VarSet trigger1 = time = 0 fvar(1) = 1 [State 4004, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 13711 ;残像拳(5) [Statedef 14025] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 4005 ctrl = 0 sprpriority = 2 [State 4005, 音を鳴らす(より艶やかに)] type = PlaySnd trigger1 = time = 0 value = 600, 5 ;channel = 13 freqmul = 1+FVar(39) volume = 255 [State 4005, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 0 pos = -5, -55 anim = 9999 sound = S50, 4 poweradd = -1000 [State 4005, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 1 pos = -5, -55 anim = 9999 sound = S50, 4 [State 4005, 残像] type = AfterImage trigger1 = AnimElem = 1 palbright = 0,0,0 paladd = 0,0,0 time = 2 framegap = 4 palcolor = 0 length = 60 [State 4005, 残像表示時間] type = AfterImageTime trigger1 = 1 time = 500 [State 4005, 補正切り] type = VarSet trigger1 = time = 0 fvar(1) = 1 [State 4005, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 13711 ;残像拳(6) [Statedef 14026] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 4006 ctrl = 0 sprpriority = 2 [State 4006, 音を鳴らす(より艶やかに)] type = PlaySnd trigger1 = time = 0 value = 600, 5 ;channel = 13 freqmul = 1+FVar(39) volume = 255 [State 4006, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 0 pos = -5, -55 anim = 9999 sound = S50, 4 poweradd = -1000 [State 4006, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 1 pos = -5, -55 anim = 9999 sound = S50, 4 [State 4006, 残像] type = AfterImage trigger1 = AnimElem = 1 palbright = 0,125,0 time = 2 trans = sub [State 4006, 残像表示時間] type = AfterImageTime trigger1 = 1 time = 500 [State 4006, 補正切り] type = VarSet trigger1 = time = 0 fvar(1) = 1 [State 4006, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 13711 ;残像拳(7) [Statedef 14027] type = S movetype= H physics = S juggle = 4 velset = 0,0 anim = 4007 ctrl = 0 sprpriority = 2 [State 4007, 音を鳴らす(より艶やかに)] type = PlaySnd trigger1 = time = 0 value = 600, 5 ;channel = 13 freqmul = 1+FVar(39) volume = 255 [State 4007, 呪われし目豹のポーズフレーム] type = RemoveExplod trigger1 = time = 0 var(4) = 5 ID = 4763 [State 4007, 呪われし目豹のポーズグラス] type = RemoveExplod trigger1 = time = 0 ID = 4764 [State 4007, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 0 pos = -5, -55 anim = 9999 sound = S50, 4 poweradd = -1000 [State 4007, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 1 pos = -5, -55 anim = 9999 sound = S50, 4 [State 4007, 残像] type = AfterImage trigger1 = AnimElem = 1 time = 2 palcontrast = 255,0,0 [State 4007, 残像表示時間] type = AfterImageTime trigger1 = 1 time = 500 [State 4007, 補正切り] type = VarSet trigger1 = time = 0 fvar(1) = 1 [State 4007, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 13711 ;残像拳(8) [Statedef 14028] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 4008 ctrl = 0 sprpriority = 2 [State 4009, 音を鳴らす(より艶やかに)] type = PlaySnd trigger1 = time = 0 value = 600, 5 ;channel = 13 freqmul = 1+FVar(39) volume = 255 [State 4008, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 0 pos = -5, -55 anim = 9999 sound = S50, 4 poweradd = -1000 [State 4008, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 1 pos = -5, -55 anim = 9999 sound = S50, 4 [State 4008, 残像] type = AfterImage trigger1 = AnimElem = 1 palbright = 255,255,255 time = 2 framegap = 4 [State 4008, 残像表示時間] type = AfterImageTime trigger1 = 1 time = 500 [State 4008, 補正切り] type = VarSet trigger1 = time = 0 fvar(1) = 1 [State 4008, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 13711 ;最速グランドスラム【鈍器】 [Statedef 13711] type = S movetype= A physics = S juggle = 1 poweradd= 0 velset = 0,0 anim = 3710+var(9) ctrl = 0 sprpriority = 2 [State 3710, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 3710, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 3710, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 3710, 音を鳴らす] type = PlaySnd trigger1 = time = 0 value = 0, 4 [State 3710, 音を鳴らす(ガッキィーン!)] type = PlaySnd trigger1 = time = 0 value = 400, 27 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 3710, ちょっとだけ無敵になりたい] type = NotHitBy trigger1 = AnimElem = 1 trigger2 = AnimElem = 2 trigger3 = AnimElem = 3 trigger4 = AnimElem = 4 value = SCA,NA time = 3 [State 3710, 超必殺技暗転時間停止] type = SuperPause trigger1 = time = 0 anim = 9999 pos = -5, -55 sound = S50, 4 poweradd = -2000 p2defmul = 1 [State 3710, ヒット定義1P] type = HitDef trigger1 = time = 0 trigger1 = Facing = 1 attr = S, NA animtype = diagup damage = 400, 40 priority = 5 hitflag = MAF guardflag = MA sparkno = s10075 guard.sparkno = s10070 sparkxy = -10,-60 pausetime = 35,35 hitsound = S20,6 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -20,-6 air.velocity = -20,-4 fall.recover = 0 fall = 1 envshake.time = 40 envshake.freq = 15 envshake.ampl = 15 envshake.phase = 15 [State 3710, ヒット定義2P] type = HitDef trigger1 = time = 0 trigger1 = Facing = -1 attr = S, NA animtype = diagup damage = 400, 40 priority = 5 hitflag = MAF guardflag = MA sparkno = s10076 guard.sparkno = s10071 sparkxy = -10,-60 pausetime = 35,35 hitsound = S20,6 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -20,-6 air.velocity = -20,-4 fall.recover = 0 fall = 1 envshake.time = 40 envshake.freq = 15 envshake.ampl = 15 envshake.phase = 15 [State 3710, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;アッパー [Statedef 10211] type = S movetype= A physics = N juggle = 6 poweradd= 20 velset = 0,0 anim = 1020+var(9) ctrl = 0 sprpriority = 2 [State 1020, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 1020, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1020, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1020, 速度乗算] type = VelMul trigger1 = 1 x = .85 * ifelse(AnimElemTime(6) < 0, 1, .8) [State 1020, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 3 [State 1020, 音を鳴らす(攻撃5)] type = PlaySnd triggerall = time = 0 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 4 value = 400+var(16), 4 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 1020, バキッ!分岐] Type = VarRandom Trigger1 = Time = 0 V = 4 Range = 0,3 [State 1020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 2 x = 10 [State 1020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 3 trigger2 = AnimElem = 12 x = 5 [State 1020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 4 x = 3 [State 1020, 移動速度] type = VelSet trigger1 = AnimElem = 4 x = 7 [State 1020, ヒット定義1P] type = HitDef trigger1 = AnimElem = 4 trigger1 = Facing = 1 attr = S, SA animtype = diagup damage = 50 getpower = 0 priority = 4 guardflag = MA pausetime = 8,7 sparkxy = -10,-60 guard.sparkno = s10070 hitsound = 5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 20 ground.hittime = 20 ground.velocity = -2,-6 guard.velocity = -7 air.velocity = -2,-3 airguard.velocity = -1, -3 fall.recover = 0 fall = 1 [State 1020, ヒット定義2P] type = HitDef trigger1 = AnimElem = 4 trigger1 = Facing = -1 attr = S, SA animtype = diagup damage = 50 getpower = 0 priority = 4 guardflag = MA pausetime = 8,7 sparkxy = -10,-60 guard.sparkno = s10071 hitsound = 5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 20 ground.hittime = 20 ground.velocity = -2,-6 guard.velocity = -7 air.velocity = -2,-3 airguard.velocity = -1, -3 fall.recover = 0 fall = 1 [State 1020, バキッ!1Pの1] type = Explod trigger1 = MoveHit trigger1 = Facing = 1 trigger1 = var(4) = 0 anim = 10034 postype = p2 ownpal = 1 pos = 30,-76 ontop = 1 [State 1020, バキッ!1Pの2] type = Explod trigger1 = MoveHit trigger1 = Facing = 1 trigger1 = var(4) = 1 anim = 10035 postype = p2 ownpal = 1 pos = 30,-76 ontop = 1 [State 1020, バキッ!1Pの3] type = Explod trigger1 = MoveHit trigger1 = Facing = 1 trigger1 = var(4) = 2 anim = 10036 postype = p2 ownpal = 1 pos = 30,-76 ontop = 1 [State 1020, バキッ!1Pの4] type = Explod trigger1 = MoveHit trigger1 = Facing = 1 trigger1 = var(4) = 3 anim = 10037 postype = p2 ownpal = 1 pos = 30,-76 ontop = 1 [State 1020, バキッ!2Pの1] type = Explod trigger1 = MoveHit trigger1 = Facing = -1 trigger1 = var(4) = 0 anim = 10030 postype = p2 ownpal = 1 pos = 30,-76 ontop = 1 [State 1020, バキッ!2Pの2] type = Explod trigger1 = MoveHit trigger1 = Facing = -1 trigger1 = var(4) = 1 anim = 10031 postype = p2 ownpal = 1 pos = 30,-76 ontop = 1 [State 1020, バキッ!2Pの3] type = Explod trigger1 = MoveHit trigger1 = Facing = -1 trigger1 = var(4) = 2 anim = 10032 postype = p2 ownpal = 1 pos = 30,-76 ontop = 1 [State 1020, バキッ!2Pの4] type = Explod trigger1 = MoveHit trigger1 = Facing = -1 trigger1 = var(4) = 3 anim = 10033 postype = p2 ownpal = 1 pos = 30,-76 ontop = 1 [State 1020, コンボ補正] type = Varset trigger1 = movehit fv = 1 value = fVar(1)*0.8 persistent = 0 ignorehitpause = 1 [State 1020, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 10212 ;ストレート [Statedef 10212] type = S movetype= A physics = S juggle = 3 poweradd= 35 velset = 0,0 anim = 1000+var(9) ctrl = 0 sprpriority = 2 [State 1000, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 1000, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1000, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1000, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 3 [State 1000, 音を鳴らす(攻撃3)] type = PlaySnd triggerall = time = 0 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 4 value = 400+var(16), 2 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 1000, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 1000, バキッ!分岐] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 4 Range = 0,5 [State 1000, 軸位置移動] type = PosAdd trigger1 = AnimElem = 2 x = 20 [State 1000, 軸位置移動] type = PosAdd trigger1 = AnimElem = 3 trigger2 = AnimElem = 13 x = 10 [State 1000, 軸位置移動] type = PosAdd trigger1 = AnimElem = 5 x = 5 [State 1000, 移動速度] type = VelSet trigger1 = AnimElem = 5 x = 4 [State 1000, ヒット定義1P-1] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = S, NA animtype = Hard damage = 61 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10030 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義1P-2] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = S, NA animtype = Hard damage = 67 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10031 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義1P-3] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = S, NA animtype = Hard damage = 58 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10032 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義1P-4] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = S, NA animtype = Hard damage = 70 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10033 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義1P-5] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = S, NA animtype = Hard damage = 53 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10032 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義1P-6] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = S, NA animtype = Hard damage = 77 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10063 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義2P-1] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = S, NA animtype = Hard damage = 61 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10034 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義2P-2] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = S, NA animtype = Hard damage = 67 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10035 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義2P-3] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = S, NA animtype = Hard damage = 58 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10036 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義2P-4] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = S, NA animtype = Hard damage = 70 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10037 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義2P-5] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = S, NA animtype = Hard damage = 53 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10036 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義2P-6] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = S, NA animtype = Hard damage = 77 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10067 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, コンボ補正] type = Varset trigger1 = movehit fv = 1 value = fVar(1)*0.8 persistent = 0 ignorehitpause = 1 [State 1000, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 10214 ;ダッシュキック [Statedef 10214] type = S movetype= A physics = S juggle = 4 poweradd= 40 velset = 0,0 anim = 3020+var(9) ctrl = 0 sprpriority = 2 [State 3020, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 3020, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 3020, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 3020, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 4 value = 0, 3 [State 3020, 音を鳴らす(攻撃1)] type = PlaySnd triggerall = time = 0 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 4 value = 400+var(16), 0 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 3020, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 3020, バキッ!分岐] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 4 Range = 0,5 [State 3020, ヒット定義1P-1] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = S, NA animtype = Hard damage = 55 priority = 5 guardflag = MA pausetime = 15,20 sparkxy = -10,-60 sparkno = s10030 guard.sparkno = s10070 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4,0 air.velocity = -4,-3 fall = 0 [State 3020, ヒット定義1P-2] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = S, NA animtype = Hard damage = 61 priority = 5 guardflag = MA pausetime = 15,20 sparkxy = -10,-60 sparkno = s10031 guard.sparkno = s10070 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4,0 air.velocity = -4,-3 fall = 0 [State 3020, ヒット定義1P-3] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = S, NA animtype = Hard damage = 52 priority = 5 guardflag = MA pausetime = 15,20 sparkxy = -10,-60 sparkno = s10032 guard.sparkno = s10070 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4,0 air.velocity = -4,-3 fall = 0 [State 3020, ヒット定義1P-4] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = S, NA animtype = Hard damage = 64 priority = 5 guardflag = MA pausetime = 15,20 sparkxy = -10,-60 sparkno = s10033 guard.sparkno = s10070 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4,0 air.velocity = -4,-3 fall = 0 [State 3020, ヒット定義1P-5] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = S, NA animtype = Hard damage = 48 priority = 5 guardflag = MA pausetime = 15,20 sparkxy = -10,-60 sparkno = s10032 guard.sparkno = s10070 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4,0 air.velocity = -4,-3 fall = 0 [State 3020, ヒット定義1P-6] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = S, NA animtype = Hard damage = 70 priority = 5 guardflag = MA pausetime = 15,20 sparkxy = -10,-60 sparkno = s10063 guard.sparkno = s10070 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4,0 air.velocity = -4,-3 fall = 0 [State 3020, ヒット定義2P-1] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = S, NA animtype = Hard damage = 55 priority = 5 guardflag = MA pausetime = 15,20 sparkxy = -10,-60 sparkno = s10034 guard.sparkno = s10071 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4,0 air.velocity = -4,-3 fall = 0 [State 3020, ヒット定義2P-2] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = S, NA animtype = Hard damage = 61 priority = 5 guardflag = MA pausetime = 15,20 sparkxy = -10,-60 sparkno = s10035 guard.sparkno = s10071 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4,0 air.velocity = -4,-3 fall = 0 [State 3020, ヒット定義2P-3] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = S, NA animtype = Hard damage = 52 priority = 5 guardflag = MA pausetime = 15,20 sparkxy = -10,-60 sparkno = s10036 guard.sparkno = s10071 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4,0 air.velocity = -4,-3 fall = 0 [State 3020, ヒット定義2P-4] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = S, NA animtype = Hard damage = 64 priority = 5 guardflag = MA pausetime = 15,20 sparkxy = -10,-60 sparkno = s10037 guard.sparkno = s10071 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4,0 air.velocity = -4,-3 fall = 0 [State 3020, ヒット定義2P-5] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = S, NA animtype = Hard damage = 48 priority = 5 guardflag = MA pausetime = 15,20 sparkxy = -10,-60 sparkno = s10036 guard.sparkno = s10071 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4,0 air.velocity = -4,-3 fall = 0 [State 3020, ヒット定義2P-6] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = S, NA animtype = Hard damage = 70 priority = 5 guardflag = MA pausetime = 15,20 sparkxy = -10,-60 sparkno = s10067 guard.sparkno = s10071 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4,0 air.velocity = -4,-3 fall = 0 [State 3020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 1 x = 7 [State 3020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 2 x = 7 [State 3020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 3 x = 7 [State 3020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 4 x = 7 [State 3020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 5 x = 7 [State 3020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 6 x = 7 [State 3020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 7 x = 7 [State 3020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 8 x = 7 [State 3020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 9 x = 7 [State 3020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 10 x = 7 [State 3020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 11 x = 7 [State 3020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 12 x = 7 [State 3020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 13 x = 7 [State 3020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 20 x = 35 [State 3020, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;立ち弱キック [Statedef 10215] type = S movetype= A physics = S juggle = 2 poweradd= 18 ctrl = 0 velset = 0,0 anim = 230+var(9) sprpriority = 2 [State 230, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 230, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 230, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 230, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 1 [State 230, 音を鳴らす(攻撃1)] type = PlaySnd triggerall = time = 0 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 4 value = 400+var(16), 0 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 230, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 230, ピシィ!分岐] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 4 Range = 0,5 [State 230, ヒット定義1P-1] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = S, NA animtype = Light damage = 24 guardflag = MA pausetime = 12,12 sparkno = s10010 guard.sparkno = s10070 sparkxy = -10,-37 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 11 ground.velocity = -2 air.velocity = -2.5,-3.5 [State 230, ヒット定義1P-2] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = S, NA animtype = Light damage = 26 guardflag = MA pausetime = 12,12 sparkno = s10011 guard.sparkno = s10070 sparkxy = -10,-37 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 11 ground.velocity = -2 air.velocity = -2.5,-3.5 [State 230, ヒット定義1P-3] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = S, NA animtype = Light damage = 22 guardflag = MA pausetime = 12,12 sparkno = s10012 guard.sparkno = s10070 sparkxy = -10,-37 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 11 ground.velocity = -2 air.velocity = -2.5,-3.5 [State 230, ヒット定義1P-4] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = S, NA animtype = Light damage = 28 guardflag = MA pausetime = 12,12 sparkno = s10013 guard.sparkno = s10070 sparkxy = -10,-37 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 11 ground.velocity = -2 air.velocity = -2.5,-3.5 [State 230, ヒット定義1P-5] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = S, NA animtype = Light damage = 20 guardflag = MA pausetime = 12,12 sparkno = s10012 guard.sparkno = s10070 sparkxy = -10,-37 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 11 ground.velocity = -2 air.velocity = -2.5,-3.5 [State 230, ヒット定義1P-6] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = S, NA animtype = Light damage = 30 guardflag = MA pausetime = 12,12 sparkno = s10053 guard.sparkno = s10070 sparkxy = -10,-37 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 11 ground.velocity = -2 air.velocity = -2.5,-3.5 [State 230, ヒット定義2P-1] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = S, NA animtype = Light damage = 24 guardflag = MA pausetime = 12,12 sparkno = s10014 guard.sparkno = s10071 sparkxy = -10,-37 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 11 ground.velocity = -2 air.velocity = -2.5,-3.5 [State 230, ヒット定義2P-2] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = S, NA animtype = Light damage = 26 guardflag = MA pausetime = 12,12 sparkno = s10015 guard.sparkno = s10071 sparkxy = -10,-37 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 11 ground.velocity = -2 air.velocity = -2.5,-3.5 [State 230, ヒット定義2P-3] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = S, NA animtype = Light damage = 22 guardflag = MA pausetime = 12,12 sparkno = s10016 guard.sparkno = s10071 sparkxy = -10,-37 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 11 ground.velocity = -2 air.velocity = -2.5,-3.5 [State 230, ヒット定義2P-4] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = S, NA animtype = Light damage = 28 guardflag = MA pausetime = 12,12 sparkno = s10017 guard.sparkno = s10071 sparkxy = -10,-37 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 11 ground.velocity = -2 air.velocity = -2.5,-3.5 [State 230, ヒット定義2P-5] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = S, NA animtype = Light damage = 20 guardflag = MA pausetime = 12,12 sparkno = s10016 guard.sparkno = s10071 sparkxy = -10,-37 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 11 ground.velocity = -2 air.velocity = -2.5,-3.5 [State 230, ヒット定義2P-6] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = S, NA animtype = Light damage = 30 guardflag = MA pausetime = 12,12 sparkno = s10057 guard.sparkno = s10071 sparkxy = -10,-37 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 11 ground.velocity = -2 air.velocity = -2.5,-3.5 [State 230, コンボ補正] type = Varset trigger1 = movehit fv = 1 value = fVar(1)*0.8 persistent = 0 ignorehitpause = 1 [State 230, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;立ち強キック [Statedef 10216] type = S movetype= A physics = S juggle = 3 poweradd= 32 ctrl = 0 velset = 0,0 anim = 240+var(9) sprpriority = 2 [State 240, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 240, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 240, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 3 [State 240, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 240, 音を鳴らす(攻撃2)] type = PlaySnd triggerall = time = 0 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 4 value = 400+var(16), 1 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 240, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 240, ドカッ!分岐] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 4 Range = 0,5 [State 240, ヒット定義1P-1] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = S, NA animtype = Medium damage = 65 guardflag = MA pausetime = 12,12 sparkno = s10020 guard.sparkno = s10070 sparkxy = -10,-85 hitsound = 5,2 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 air.hittime = 25 fall.recover = 0 [State 240, ヒット定義1P-2] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = S, NA animtype = Medium damage = 71 guardflag = MA pausetime = 12,12 sparkno = s10021 guard.sparkno = s10070 sparkxy = -10,-85 hitsound = 5,2 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 air.hittime = 25 fall.recover = 0 [State 240, ヒット定義1P-3] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = S, NA animtype = Medium damage = 61 guardflag = MA pausetime = 12,12 sparkno = s10022 guard.sparkno = s10070 sparkxy = -10,-85 hitsound = 5,2 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 air.hittime = 25 fall.recover = 0 [State 240, ヒット定義1P-4] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = S, NA animtype = Medium damage = 75 guardflag = MA pausetime = 12,12 sparkno = s10023 guard.sparkno = s10070 sparkxy = -10,-85 hitsound = 5,2 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 air.hittime = 25 fall.recover = 0 [State 240, ヒット定義1P-5] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = S, NA animtype = Medium damage = 56 guardflag = MA pausetime = 12,12 sparkno = s10022 guard.sparkno = s10070 sparkxy = -10,-85 hitsound = 5,2 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 air.hittime = 25 fall.recover = 0 [State 240, ヒット定義1P-6] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = S, NA animtype = Medium damage = 82 guardflag = MA pausetime = 12,12 sparkno = s10053 guard.sparkno = s10070 sparkxy = -10,-85 hitsound = 5,2 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 air.hittime = 25 fall.recover = 0 [State 240, ヒット定義2P-1] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = S, NA animtype = Medium damage = 65 guardflag = MA pausetime = 12,12 sparkno = s10024 guard.sparkno = s10071 sparkxy = -10,-85 hitsound = 5,2 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 air.hittime = 25 fall.recover = 0 [State 240, ヒット定義2P-2] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = S, NA animtype = Medium damage = 71 guardflag = MA pausetime = 12,12 sparkno = s10025 guard.sparkno = s10071 sparkxy = -10,-85 hitsound = 5,2 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 air.hittime = 25 fall.recover = 0 [State 240, ヒット定義2P-3] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = S, NA animtype = Medium damage = 61 guardflag = MA pausetime = 12,12 sparkno = s10026 guard.sparkno = s10071 sparkxy = -10,-85 hitsound = 5,2 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 air.hittime = 25 fall.recover = 0 [State 240, ヒット定義2P-4] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = S, NA animtype = Medium damage = 75 guardflag = MA pausetime = 12,12 sparkno = s10027 guard.sparkno = s10071 sparkxy = -10,-85 hitsound = 5,2 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 air.hittime = 25 fall.recover = 0 [State 240, ヒット定義2P-5] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = S, NA animtype = Medium damage = 56 guardflag = MA pausetime = 12,12 sparkno = s10026 guard.sparkno = s10071 sparkxy = -10,-85 hitsound = 5,2 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 air.hittime = 25 fall.recover = 0 [State 240, ヒット定義2P-6] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = S, NA animtype = Medium damage = 82 guardflag = MA pausetime = 12,12 sparkno = s10057 guard.sparkno = s10071 sparkxy = -10,-85 hitsound = 5,2 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 air.hittime = 25 fall.recover = 0 [State 240, コンボ補正] type = Varset trigger1 = movehit fv = 1 value = fVar(1)*0.8 persistent = 0 ignorehitpause = 1 [State 1000, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = p2stateno = [150,190] trigger1 = power >= 2000 trigger1 = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない trigger1 = p2bodydist X = [-10,10] value = 6000 [State 1000, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = p2stateno = [150,190] value = 15002 [State 240, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 10217 ;ストレート [Statedef 10217] type = S movetype= A physics = S juggle = 3 poweradd= 35 velset = 0,0 anim = 1000+var(9) ctrl = 0 sprpriority = 2 [State 1000, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 1000, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1000, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1000, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 3 [State 1000, 音を鳴らす(攻撃3)] type = PlaySnd triggerall = time = 0 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 4 value = 400+var(16), 2 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 1000, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 1000, バキッ!分岐] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 4 Range = 0,5 [State 1000, 軸位置移動] type = PosAdd trigger1 = AnimElem = 2 x = 20 [State 1000, 軸位置移動] type = PosAdd trigger1 = AnimElem = 3 trigger2 = AnimElem = 13 x = 10 [State 1000, 軸位置移動] type = PosAdd trigger1 = AnimElem = 5 x = 5 [State 1000, 移動速度] type = VelSet trigger1 = AnimElem = 5 x = 4 [State 1000, ヒット定義1P-1] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = S, NA animtype = Hard damage = 61 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10030 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義1P-2] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = S, NA animtype = Hard damage = 67 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10031 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義1P-3] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = S, NA animtype = Hard damage = 58 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10032 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義1P-4] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = S, NA animtype = Hard damage = 70 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10033 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義1P-5] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = S, NA animtype = Hard damage = 53 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10032 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義1P-6] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = S, NA animtype = Hard damage = 77 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10063 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義2P-1] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = S, NA animtype = Hard damage = 61 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10034 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義2P-2] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = S, NA animtype = Hard damage = 67 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10035 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義2P-3] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = S, NA animtype = Hard damage = 58 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10036 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義2P-4] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = S, NA animtype = Hard damage = 70 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10037 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義2P-5] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = S, NA animtype = Hard damage = 53 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10036 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義2P-6] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = S, NA animtype = Hard damage = 77 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10067 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, コンボ補正] type = Varset trigger1 = movehit fv = 1 value = fVar(1)*0.8 persistent = 0 ignorehitpause = 1 [State 1000, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = p2stateno = [150,190] value = 15002 [State 1000, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = FrontEdgeDist > 100 value = 1350 [State 1000, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 10451 ;鈍器強ベース [Statedef 10451] type = S movetype= A physics = S juggle = 3 poweradd= 35 velset = 0,0 anim = 1450+var(9) ctrl = 0 sprpriority = 2 [State 1450, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 1450, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1450, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1450, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 12 value = 0, 3 [State 1450, 音を鳴らす(攻撃6)] type = PlaySnd triggerall = AnimElem = 10 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 4 value = 400+var(16), 5 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 1450, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 1450, バキッ!分岐] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 4 Range = 0,5 [State 1450, 物理的なキャラの幅] type = Width trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(15) < 0) player = 30,0 edge = 48,0 [State 1450, スーパーアーマー認識用変数その1] type = VarSet trigger1 = AnimElem = 1 var(7) = 1 [State 1450, スーパーアーマー認識用変数その2] type = VarSet trigger1 = AnimElem = 2 var(7) = 2 [State 1450, スーパーアーマー認識用変数その3] type = VarSet trigger1 = AnimElem = 3 var(7) = 3 [State 1450, スーパーアーマー認識用変数その4] type = VarSet trigger1 = AnimElem = 4 var(7) = 4 [State 1450, スーパーアーマー認識用変数その5] type = VarSet trigger1 = AnimElem = 5 var(7) = 5 [State 1450, スーパーアーマー認識用変数その6] type = VarSet trigger1 = AnimElem = 6 var(7) = 6 [State 1450, スーパーアーマー認識用変数その7] type = VarSet trigger1 = AnimElem = 7 var(7) = 7 [State 1450, スーパーアーマー認識用変数その8] type = VarSet trigger1 = AnimElem = 8 var(7) = 8 [State 1450, スーパーアーマー認識用変数その9] type = VarSet trigger1 = AnimElem = 9 var(7) = 9 [State 1450, スーパーアーマー認識用変数その10] type = VarSet trigger1 = AnimElem = 10 var(7) = 10 [State 1450, スーパーアーマー認識用変数その11] type = VarSet trigger1 = AnimElem = 11 var(7) = 11 [State 1450, スーパーアーマー認識用変数その12] type = VarSet trigger1 = AnimElem = 12 var(7) = 12 [State 1450, スーパーアーマー認識用変数その13] type = VarSet trigger1 = AnimElem = 13 var(7) = 13 [State 1450, スーパーアーマー認識用変数その14] type = VarSet trigger1 = AnimElem = 14 var(7) = 14 [State 1450, スーパーアーマー認識用変数その15] type = VarSet trigger1 = AnimElem = 15 var(7) = 15 [State 1450, スーパーアーマー認識用変数その16] type = VarSet trigger1 = AnimElem = 16 var(7) = 16 [State 1450, スーパーアーマー認識用変数リセット] type = VarSet trigger1 = AnimTime = 0 var(7) = 0 [State 1450, スーパーアーマー1] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 1 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1450 time = 4 [State 1450, スーパーアーマー2] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 2 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1451 time = 4 [State 1450, スーパーアーマー3] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 3 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1452 time = 4 [State 1450, スーパーアーマー4] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 4 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1453 time = 4 [State 1450, スーパーアーマー5] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 5 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1454 time = 4 [State 1450, スーパーアーマー6] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 6 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1455 time = 4 [State 1450, スーパーアーマー7] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 7 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1456 time = 4 [State 1450, スーパーアーマー8] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 8 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1457 time = 4 [State 1450, スーパーアーマー9] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 9 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1458 time = 4 [State 1450, スーパーアーマー10] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 10 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1459 time = 4 [State 1450, スーパーアーマー11] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 11 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1460 time = 4 [State 1450, スーパーアーマー12] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 12 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1461 time = 4 [State 1450, スーパーアーマー13] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 13 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1462 time = 4 [State 1450, スーパーアーマー14] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 14 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1463 time = 4 [State 1450, スーパーアーマー15] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 15 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1464 time = 4 [State 1450, スーパーアーマー16] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 16 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1465 [State 1450, ヒット定義1P-1] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = S, NA animtype = Hard damage = 171, 17 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10080 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7,-5.5 air.velocity = -8,-5 fall.recover = 0 fall = 1 [State 1450, ヒット定義1P-2] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = S, NA animtype = Hard damage = 189, 18 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10081 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7,-5.5 air.velocity = -8,-5 fall.recover = 0 fall = 1 [State 1450, ヒット定義1P-3] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = S, NA animtype = Hard damage = 162, 16 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10082 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7,-5.5 air.velocity = -8,-5 fall.recover = 0 fall = 1 [State 1450, ヒット定義1P-4] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = S, NA animtype = Hard damage = 198, 19 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10083 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7,-5.5 air.velocity = -8,-5 fall.recover = 0 fall = 1 [State 1450, ヒット定義1P-5] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = S, NA animtype = Hard damage = 144, 14 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10082 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7,-5.5 air.velocity = -8,-5 fall.recover = 0 fall = 1 [State 1450, ヒット定義1P-6] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = S, NA animtype = Hard damage = 216, 21 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10088 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7,-5.5 air.velocity = -8,-5 fall.recover = 0 fall = 1 [State 1450, ヒット定義2P-1] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = S, NA animtype = Hard damage = 171, 17 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10084 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7,-5.5 air.velocity = -8,-5 fall.recover = 0 fall = 1 [State 1450, ヒット定義2P-2] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = S, NA animtype = Hard damage = 189, 18 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10085 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7,-5.5 air.velocity = -8,-5 fall.recover = 0 fall = 1 [State 1450, ヒット定義2P-3] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = S, NA animtype = Hard damage = 162, 16 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10086 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7,-5.5 air.velocity = -8,-5 fall.recover = 0 fall = 1 [State 1450, ヒット定義2P-4] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = S, NA animtype = Hard damage = 198, 19 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10087 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7,-5.5 air.velocity = -8,-5 fall.recover = 0 fall = 1 [State 1450, ヒット定義2P-5] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = S, NA animtype = Hard damage = 144, 14 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10086 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7,-5.5 air.velocity = -8,-5 fall.recover = 0 fall = 1 [State 1450, ヒット定義2P-6] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = S, NA animtype = Hard damage = 216, 21 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10089 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7,-5.5 air.velocity = -8,-5 fall.recover = 0 fall = 1 [State 1450, コンボ補正] type = Varset trigger1 = movehit fv = 1 value = fVar(1)*0.8 persistent = 0 ignorehitpause = 1 [State 1000, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = p2stateno = [150,190] value = 15002 [State 1450, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 10452 ;鈍器強ベース [Statedef 10452] type = S movetype= A physics = S juggle = 3 poweradd= 35 velset = 0,0 anim = 1450+var(9) ctrl = 0 sprpriority = 2 [State 1450, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 1450, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1450, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1450, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 12 value = 0, 3 [State 1450, 音を鳴らす(攻撃6)] type = PlaySnd triggerall = AnimElem = 10 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 4 value = 400+var(16), 5 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 1450, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 1450, バキッ!分岐] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 4 Range = 0,5 [State 1450, 物理的なキャラの幅] type = Width trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(15) < 0) player = 30,0 edge = 48,0 [State 1450, スーパーアーマー認識用変数その1] type = VarSet trigger1 = AnimElem = 1 var(7) = 1 [State 1450, スーパーアーマー認識用変数その2] type = VarSet trigger1 = AnimElem = 2 var(7) = 2 [State 1450, スーパーアーマー認識用変数その3] type = VarSet trigger1 = AnimElem = 3 var(7) = 3 [State 1450, スーパーアーマー認識用変数その4] type = VarSet trigger1 = AnimElem = 4 var(7) = 4 [State 1450, スーパーアーマー認識用変数その5] type = VarSet trigger1 = AnimElem = 5 var(7) = 5 [State 1450, スーパーアーマー認識用変数その6] type = VarSet trigger1 = AnimElem = 6 var(7) = 6 [State 1450, スーパーアーマー認識用変数その7] type = VarSet trigger1 = AnimElem = 7 var(7) = 7 [State 1450, スーパーアーマー認識用変数その8] type = VarSet trigger1 = AnimElem = 8 var(7) = 8 [State 1450, スーパーアーマー認識用変数その9] type = VarSet trigger1 = AnimElem = 9 var(7) = 9 [State 1450, スーパーアーマー認識用変数その10] type = VarSet trigger1 = AnimElem = 10 var(7) = 10 [State 1450, スーパーアーマー認識用変数その11] type = VarSet trigger1 = AnimElem = 11 var(7) = 11 [State 1450, スーパーアーマー認識用変数その12] type = VarSet trigger1 = AnimElem = 12 var(7) = 12 [State 1450, スーパーアーマー認識用変数その13] type = VarSet trigger1 = AnimElem = 13 var(7) = 13 [State 1450, スーパーアーマー認識用変数その14] type = VarSet trigger1 = AnimElem = 14 var(7) = 14 [State 1450, スーパーアーマー認識用変数その15] type = VarSet trigger1 = AnimElem = 15 var(7) = 15 [State 1450, スーパーアーマー認識用変数その16] type = VarSet trigger1 = AnimElem = 16 var(7) = 16 [State 1450, スーパーアーマー認識用変数リセット] type = VarSet trigger1 = AnimTime = 0 var(7) = 0 [State 1450, スーパーアーマー1] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 1 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1450 time = 4 [State 1450, スーパーアーマー2] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 2 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1451 time = 4 [State 1450, スーパーアーマー3] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 3 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1452 time = 4 [State 1450, スーパーアーマー4] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 4 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1453 time = 4 [State 1450, スーパーアーマー5] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 5 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1454 time = 4 [State 1450, スーパーアーマー6] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 6 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1455 time = 4 [State 1450, スーパーアーマー7] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 7 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1456 time = 4 [State 1450, スーパーアーマー8] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 8 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1457 time = 4 [State 1450, スーパーアーマー9] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 9 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1458 time = 4 [State 1450, スーパーアーマー10] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 10 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1459 time = 4 [State 1450, スーパーアーマー11] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 11 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1460 time = 4 [State 1450, スーパーアーマー12] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 12 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1461 time = 4 [State 1450, スーパーアーマー13] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 13 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1462 time = 4 [State 1450, スーパーアーマー14] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 14 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1463 time = 4 [State 1450, スーパーアーマー15] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 15 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1464 time = 4 [State 1450, スーパーアーマー16] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 16 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1465 [State 1450, ヒット定義1P-1] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = S, NA animtype = Hard damage = 171, 17 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10080 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7,-5.5 air.velocity = -8,-5 fall.recover = 0 fall = 1 [State 1450, ヒット定義1P-2] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = S, NA animtype = Hard damage = 189, 18 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10081 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7,-5.5 air.velocity = -8,-5 fall.recover = 0 fall = 1 [State 1450, ヒット定義1P-3] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = S, NA animtype = Hard damage = 162, 16 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10082 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7,-5.5 air.velocity = -8,-5 fall.recover = 0 fall = 1 [State 1450, ヒット定義1P-4] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = S, NA animtype = Hard damage = 198, 19 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10083 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7,-5.5 air.velocity = -8,-5 fall.recover = 0 fall = 1 [State 1450, ヒット定義1P-5] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = S, NA animtype = Hard damage = 144, 14 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10082 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7,-5.5 air.velocity = -8,-5 fall.recover = 0 fall = 1 [State 1450, ヒット定義1P-6] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = S, NA animtype = Hard damage = 216, 21 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10088 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7,-5.5 air.velocity = -8,-5 fall.recover = 0 fall = 1 [State 1450, ヒット定義2P-1] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = S, NA animtype = Hard damage = 171, 17 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10084 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7,-5.5 air.velocity = -8,-5 fall.recover = 0 fall = 1 [State 1450, ヒット定義2P-2] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = S, NA animtype = Hard damage = 189, 18 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10085 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7,-5.5 air.velocity = -8,-5 fall.recover = 0 fall = 1 [State 1450, ヒット定義2P-3] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = S, NA animtype = Hard damage = 162, 16 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10086 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7,-5.5 air.velocity = -8,-5 fall.recover = 0 fall = 1 [State 1450, ヒット定義2P-4] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = S, NA animtype = Hard damage = 198, 19 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10087 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7,-5.5 air.velocity = -8,-5 fall.recover = 0 fall = 1 [State 1450, ヒット定義2P-5] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = S, NA animtype = Hard damage = 144, 14 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10086 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7,-5.5 air.velocity = -8,-5 fall.recover = 0 fall = 1 [State 1450, ヒット定義2P-6] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = S, NA animtype = Hard damage = 216, 21 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10089 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7,-5.5 air.velocity = -8,-5 fall.recover = 0 fall = 1 [State 1450, コンボ補正] type = Varset trigger1 = movehit fv = 1 value = fVar(1)*0.8 persistent = 0 ignorehitpause = 1 [State 1450, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = power >= 2000 value = 15002 [State 1450, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 10453 ;鈍器強ベース [Statedef 10453] type = S movetype= A physics = S juggle = 3 poweradd= 35 velset = 0,0 anim = 1450+var(9) ctrl = 0 sprpriority = 2 [State 1450, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 1450, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1450, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1450, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 12 value = 0, 3 [State 1450, 音を鳴らす(攻撃6)] type = PlaySnd triggerall = AnimElem = 10 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 4 value = 400+var(16), 5 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 1450, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 1450, バキッ!分岐] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 4 Range = 0,5 [State 1450, 物理的なキャラの幅] type = Width trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(15) < 0) player = 30,0 edge = 48,0 [State 1450, スーパーアーマー認識用変数その1] type = VarSet trigger1 = AnimElem = 1 var(7) = 1 [State 1450, スーパーアーマー認識用変数その2] type = VarSet trigger1 = AnimElem = 2 var(7) = 2 [State 1450, スーパーアーマー認識用変数その3] type = VarSet trigger1 = AnimElem = 3 var(7) = 3 [State 1450, スーパーアーマー認識用変数その4] type = VarSet trigger1 = AnimElem = 4 var(7) = 4 [State 1450, スーパーアーマー認識用変数その5] type = VarSet trigger1 = AnimElem = 5 var(7) = 5 [State 1450, スーパーアーマー認識用変数その6] type = VarSet trigger1 = AnimElem = 6 var(7) = 6 [State 1450, スーパーアーマー認識用変数その7] type = VarSet trigger1 = AnimElem = 7 var(7) = 7 [State 1450, スーパーアーマー認識用変数その8] type = VarSet trigger1 = AnimElem = 8 var(7) = 8 [State 1450, スーパーアーマー認識用変数その9] type = VarSet trigger1 = AnimElem = 9 var(7) = 9 [State 1450, スーパーアーマー認識用変数その10] type = VarSet trigger1 = AnimElem = 10 var(7) = 10 [State 1450, スーパーアーマー認識用変数その11] type = VarSet trigger1 = AnimElem = 11 var(7) = 11 [State 1450, スーパーアーマー認識用変数その12] type = VarSet trigger1 = AnimElem = 12 var(7) = 12 [State 1450, スーパーアーマー認識用変数その13] type = VarSet trigger1 = AnimElem = 13 var(7) = 13 [State 1450, スーパーアーマー認識用変数その14] type = VarSet trigger1 = AnimElem = 14 var(7) = 14 [State 1450, スーパーアーマー認識用変数その15] type = VarSet trigger1 = AnimElem = 15 var(7) = 15 [State 1450, スーパーアーマー認識用変数その16] type = VarSet trigger1 = AnimElem = 16 var(7) = 16 [State 1450, スーパーアーマー認識用変数リセット] type = VarSet trigger1 = AnimTime = 0 var(7) = 0 [State 1450, スーパーアーマー1] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 1 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1450 time = 4 [State 1450, スーパーアーマー2] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 2 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1451 time = 4 [State 1450, スーパーアーマー3] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 3 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1452 time = 4 [State 1450, スーパーアーマー4] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 4 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1453 time = 4 [State 1450, スーパーアーマー5] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 5 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1454 time = 4 [State 1450, スーパーアーマー6] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 6 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1455 time = 4 [State 1450, スーパーアーマー7] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 7 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1456 time = 4 [State 1450, スーパーアーマー8] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 8 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1457 time = 4 [State 1450, スーパーアーマー9] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 9 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1458 time = 4 [State 1450, スーパーアーマー10] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 10 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1459 time = 4 [State 1450, スーパーアーマー11] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 11 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1460 time = 4 [State 1450, スーパーアーマー12] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 12 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1461 time = 4 [State 1450, スーパーアーマー13] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 13 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1462 time = 4 [State 1450, スーパーアーマー14] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 14 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1463 time = 4 [State 1450, スーパーアーマー15] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 15 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1464 time = 4 [State 1450, スーパーアーマー16] type = HitOverride trigger1 = 1 trigger1 = ALIVE = 1 trigger1 = var(7) = 16 attr = SCA,NA,NP,SA,SP,HA,HP slot = 1 stateno = 1465 [State 1450, ヒット定義1P-1] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = S, NA animtype = Hard damage = 171, 17 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10080 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7,-5.5 air.velocity = -8,-5 fall.recover = 0 fall = 1 [State 1450, ヒット定義1P-2] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = S, NA animtype = Hard damage = 189, 18 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10081 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7,-5.5 air.velocity = -8,-5 fall.recover = 0 fall = 1 [State 1450, ヒット定義1P-3] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = S, NA animtype = Hard damage = 162, 16 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10082 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7,-5.5 air.velocity = -8,-5 fall.recover = 0 fall = 1 [State 1450, ヒット定義1P-4] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = S, NA animtype = Hard damage = 198, 19 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10083 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7,-5.5 air.velocity = -8,-5 fall.recover = 0 fall = 1 [State 1450, ヒット定義1P-5] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = S, NA animtype = Hard damage = 144, 14 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10082 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7,-5.5 air.velocity = -8,-5 fall.recover = 0 fall = 1 [State 1450, ヒット定義1P-6] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = S, NA animtype = Hard damage = 216, 21 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10088 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7,-5.5 air.velocity = -8,-5 fall.recover = 0 fall = 1 [State 1450, ヒット定義2P-1] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = S, NA animtype = Hard damage = 171, 17 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10084 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7,-5.5 air.velocity = -8,-5 fall.recover = 0 fall = 1 [State 1450, ヒット定義2P-2] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = S, NA animtype = Hard damage = 189, 18 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10085 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7,-5.5 air.velocity = -8,-5 fall.recover = 0 fall = 1 [State 1450, ヒット定義2P-3] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = S, NA animtype = Hard damage = 162, 16 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10086 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7,-5.5 air.velocity = -8,-5 fall.recover = 0 fall = 1 [State 1450, ヒット定義2P-4] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = S, NA animtype = Hard damage = 198, 19 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10087 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7,-5.5 air.velocity = -8,-5 fall.recover = 0 fall = 1 [State 1450, ヒット定義2P-5] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = S, NA animtype = Hard damage = 144, 14 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10086 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7,-5.5 air.velocity = -8,-5 fall.recover = 0 fall = 1 [State 1450, ヒット定義2P-6] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = S, NA animtype = Hard damage = 216, 21 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10089 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7,-5.5 air.velocity = -8,-5 fall.recover = 0 fall = 1 [State 1450, コンボ補正] type = Varset trigger1 = movehit fv = 1 value = fVar(1)*0.8 persistent = 0 ignorehitpause = 1 [State 1450, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 15002 ;スタンガン [Statedef 13601] type = S movetype= A physics = S juggle = 1 poweradd= 0 velset = 0,0 anim = 3600+var(9) ctrl = 0 sprpriority = 2 [State 3600, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 3600, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 3600, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 3600, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 7 value = 0, 3 [State 3600, バチバチ] type = PlaySnd trigger1 = AnimElem = 3 value = 20, 2 [State 3600, バチバチサンダー] type = Explod trigger1 = AnimElem = 3 anim = 3610 ID = 3610 pos = 30,-70 postype = P1 facing = 1 bindtime = -1 scale = 1,1 ownpal = 1 ontop = 1 [State 3600, 音を鳴らす(チャンス!)] type = PlaySnd trigger1 = AnimElem = 2 value = 400, 8 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 3600, ちょっとだけ無敵になりたい] type = NotHitBy trigger1 = AnimElem = 1 trigger2 = AnimElem = 2 trigger3 = AnimElem = 3 trigger4 = AnimElem = 4 trigger5 = AnimElem = 5 trigger6 = AnimElem = 6 trigger7 = AnimElem = 7 trigger8 = AnimElem = 8 value = SCA,NA time = 3 [State 3600, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 2 anim = 9999 pos = -5, -55 sound = S50, 4 poweradd = -1000 [State 3600, ヒット定義1P] type = HitDef trigger1 = AnimElem = 1 trigger1 = Facing = 1 attr = S, NA animtype = Hard damage = 100, 10 priority = 5 hitflag = MAF guardflag = MA sparkno = s10095 guard.sparkno = s10070 sparkxy = -10,-60 pausetime = 40,200 guard.pausetime = 40, 40 hitsound = S20,3 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -2,0 air.velocity = -2,-2 fall.recover = 0 fall = 0 [State 3600, ヒット定義2P] type = HitDef trigger1 = AnimElem = 1 trigger1 = Facing = -1 attr = S, NA animtype = Hard damage = 100, 10 priority = 5 hitflag = MAF guardflag = MA sparkno = s10096 guard.sparkno = s10071 sparkxy = -10,-60 pausetime = 40,200 guard.pausetime = 40, 40 hitsound = S20,3 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -2,0 air.velocity = -1,-2 fall.recover = 0 fall = 0 [State 3600, 軸位置移動] type = PosAdd trigger1 = AnimElemNo(0) = [5,9] trigger1 = AnimElemTime(AnimElemNo(0)) = 0 x = 7 [State 3600, 埃舞う] type = MakeDust trigger1 = AnimElemNo(0) = [5,9] trigger1 = AnimElemTime(AnimElemNo(0)) = 0 pos = 10, 0 pos2 = 0, 0 spacing = 1 [State 3600, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = p2stateno = [5000,5019] trigger1 = var(9) = 0 trigger1 = life > 300 value = 20001 [State 3600, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = p2stateno = [5000,5019] trigger1 = var(9) = 1 trigger1 = life > 300 value = 17003 [State -1, スピードポーション];ゲージレベル0 type = ChangeState trigger1 = var(9) = 0 trigger1 = life < 300 trigger1 = AnimTime = 0 trigger1 = p2stateno = [5000,5019] value = 20001 [State -1, ハイスピードポーション];ゲージレベル0 type = ChangeState trigger1 = var(9) = 1 trigger1 = life < 300 trigger1 = AnimTime = 0 trigger1 = p2stateno = [5000,5019] value = 20011 [State -1, バーサークポーション使用];ゲージレベル1 type = ChangeState trigger1 = var(9) = 2 trigger1 = life < 100 trigger1 = AnimTime = 0 trigger1 = p2stateno = [5000,5019] trigger1 = power >= 1000 value = 20021 [State -1, グランドスラム【鈍器】];ゲージレベル2 type = ChangeState trigger1 = power >= 2000 trigger1 = AnimTime = 0 trigger1 = p2stateno = [5000,5019] value = 3700 [State 3600, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = p2stateno = [5000,5019] value = 17001 [State 3600, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 400 ;砂撒き(特殊行動) [Statedef 12051] type = S movetype = A physics = S ctrl = 0 velset = 0,0 poweradd= -300 anim = 2050+var(9) sprpriority = 1 [State 2050, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 2050, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 2050, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 2050, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 6 value = 0, 3 [State 2050, 音を鳴らす(攻撃3)] type = PlaySnd triggerall = AnimElem = 4 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 4 value = 400+var(16), 2 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 2050, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 2050, ピシィ!分岐] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 4 Range = 0,5 [State 2050, ヒット定義1P-1] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = S, SA animtype = hard damage = 33, 3 guardflag = MA pausetime = 6,40 sparkno = s10010 guard.sparkno = s10070 sparkxy = -10,-85 hitsound = 5,2 guardsound = 6,0 ground.type = high ground.slidetime = 18 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 [State 2050, ヒット定義1P-2] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = S, SA animtype = hard damage = 37, 3 guardflag = MA pausetime = 6,40 sparkno = s10011 guard.sparkno = s10070 sparkxy = -10,-85 hitsound = 5,2 guardsound = 6,0 ground.type = high ground.slidetime = 18 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 [State 2050, ヒット定義1P-3] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = S, SA animtype = hard damage = 31, 3 guardflag = MA pausetime = 6,40 sparkno = s10012 guard.sparkno = s10070 sparkxy = -10,-85 hitsound = 5,2 guardsound = 6,0 ground.type = high ground.slidetime = 18 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 [State 2050, ヒット定義1P-4] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = S, SA animtype = hard damage = 39, 3 guardflag = MA pausetime = 6,40 sparkno = s10013 guard.sparkno = s10070 sparkxy = -10,-85 hitsound = 5,2 guardsound = 6,0 ground.type = high ground.slidetime = 18 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 [State 2050, ヒット定義1P-5] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = S, SA animtype = hard damage = 29, 2 guardflag = MA pausetime = 6,40 sparkno = s10012 guard.sparkno = s10070 sparkxy = -10,-85 hitsound = 5,2 guardsound = 6,0 ground.type = high ground.slidetime = 18 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 [State 2050, ヒット定義1P-6] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = S, SA animtype = hard damage = 42, 4 guardflag = MA pausetime = 6,40 sparkno = s10043 guard.sparkno = s10070 sparkxy = -10,-85 hitsound = 5,2 guardsound = 6,0 ground.type = high ground.slidetime = 18 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 [State 2050, ヒット定義2P-1] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = S, SA animtype = hard damage = 32, 3 guardflag = MA pausetime = 6,40 sparkno = s10014 guard.sparkno = s10071 sparkxy = -10,-85 hitsound = 5,2 guardsound = 6,0 ground.type = high ground.slidetime = 18 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 [State 2050, ヒット定義2P-2] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = S, SA animtype = hard damage = 37, 3 guardflag = MA pausetime = 6,40 sparkno = s10015 guard.sparkno = s10071 sparkxy = -10,-85 hitsound = 5,2 guardsound = 6,0 ground.type = high ground.slidetime = 18 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 [State 2050, ヒット定義2P-3] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = S, SA animtype = hard damage = 31, 3 guardflag = MA pausetime = 6,40 sparkno = s10016 guard.sparkno = s10071 sparkxy = -10,-85 hitsound = 5,2 guardsound = 6,0 ground.type = high ground.slidetime = 18 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 [State 2050, ヒット定義2P-4] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = S, SA animtype = hard damage = 39, 3 guardflag = MA pausetime = 6,40 sparkno = s10017 guard.sparkno = s10071 sparkxy = -10,-85 hitsound = 5,2 guardsound = 6,0 ground.type = high ground.slidetime = 18 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 [State 2050, ヒット定義2P-5] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = S, SA animtype = hard damage = 29, 2 guardflag = MA pausetime = 6,40 sparkno = s10016 guard.sparkno = s10071 sparkxy = -10,-85 hitsound = 5,2 guardsound = 6,0 ground.type = high ground.slidetime = 18 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 [State 2050, ヒット定義2P-6] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = S, SA animtype = hard damage = 42, 4 guardflag = MA pausetime = 6,40 sparkno = s10047 guard.sparkno = s10071 sparkxy = -10,-85 hitsound = 5,2 guardsound = 6,0 ground.type = high ground.slidetime = 18 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 6 pos = 30,-68 pos2 = 35,-73 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 6 pos = 30,-70 pos2 = 35,-75 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 6 pos = 30,-72 pos2 = 35,-77 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 7 pos = 32,-72 pos2 = 37,-77 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 7 pos = 32,-70 pos2 = 37,-75 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 7 pos = 32,-74 pos2 = 37,-79 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 8 pos = 40,-80 pos2 = 45,-85 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 8 pos = 40,-82 pos2 = 45,-87 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 8 pos = 40,-78 pos2 = 45,-83 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 9 pos = 42,-82 pos2 = 47,-87 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 9 pos = 42,-80 pos2 = 47,-85 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 9 pos = 42,-84 pos2 = 47,-89 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 10 pos = 44,-84 pos2 = 49,-89 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 10 pos = 44,-82 pos2 = 49,-87 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 10 pos = 44,-86 pos2 = 49,-91 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 11 pos = 46,-86 pos2 = 51,-91 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 11 pos = 46,-84 pos2 = 51,-89 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 11 pos = 46,-88 pos2 = 51,-93 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 5 pos = 30,-58 pos2 = 35,-63 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 5 pos = 30,-60 pos2 = 35,-65 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 5 pos = 30,-62 pos2 = 35,-67 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 6 pos = 32,-62 pos2 = 37,-67 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 6 pos = 32,-60 pos2 = 37,-65 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 6 pos = 32,-64 pos2 = 37,-69 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 7 pos = 40,-70 pos2 = 45,-75 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 7 pos = 40,-72 pos2 = 45,-77 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 7 pos = 40,-68 pos2 = 45,-73 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 8 pos = 42,-72 pos2 = 47,-77 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 8 pos = 42,-70 pos2 = 47,-75 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 8 pos = 42,-74 pos2 = 47,-79 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 9 pos = 44,-74 pos2 = 49,-79 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 9 pos = 44,-72 pos2 = 49,-77 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 9 pos = 44,-76 pos2 = 49,-81 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 10 pos = 46,-76 pos2 = 51,-81 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 10 pos = 46,-74 pos2 = 51,-79 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 10 pos = 46,-78 pos2 = 51,-83 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 5 pos = 30,-78 pos2 = 35,-83 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 5 pos = 30,-80 pos2 = 35,-85 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 5 pos = 30,-82 pos2 = 35,-87 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 6 pos = 32,-82 pos2 = 37,-87 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 6 pos = 32,-80 pos2 = 37,-85 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 6 pos = 32,-84 pos2 = 37,-89 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 7 pos = 40,-90 pos2 = 45,-95 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 7 pos = 40,-92 pos2 = 45,-97 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 7 pos = 40,-98 pos2 = 45,-93 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 8 pos = 42,-92 pos2 = 47,-97 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 8 pos = 42,-90 pos2 = 47,-95 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 8 pos = 42,-94 pos2 = 47,-99 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 9 pos = 44,-94 pos2 = 49,-99 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 9 pos = 44,-92 pos2 = 49,-97 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 9 pos = 44,-96 pos2 = 49,-101 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 10 pos = 46,-96 pos2 = 51,-101 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 10 pos = 46,-94 pos2 = 51,-99 spacing = 1 [State 2050, 砂埃] type = makedust trigger1 = AnimElem = 10 pos = 46,-98 pos2 = 51,-103 spacing = 1 [State 2050, コンボ補正] type = Varset trigger1 = movehit fv = 1 value = fVar(1)*0.8 persistent = 0 ignorehitpause = 1 [State 2050, ステート変更] type = ChangeState value = 13001 trigger1 = AnimTime = 0 trigger1 = p2stateno = [120,190] [State -1, スタンガン];ゲージレベル1 type = ChangeState trigger1 = AnimTime = 0 trigger1 = power >= 1000 trigger1 = p2bodydist X < 50 value = 13601 [State 2050, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 13001 ;鈍器弱 [Statedef 13001] type = S movetype= A physics = S juggle = 3 poweradd= 25 velset = 0,0 anim = 1400+var(9) ctrl = 0 sprpriority = 2 [State 1400, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 1400, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1400, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1400, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 7 value = 0, 3 [State 1400, 音を鳴らす(攻撃5)] type = PlaySnd triggerall = AnimElem = 5 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 4 value = 400+var(16), 4 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 1400, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 1400, バキッ!分岐] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 4 Range = 0,5 [State 1400, 物理的なキャラの幅] type = Width trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(15) < 0) player = 30,0 edge = 48,0 [State 1400, ヒット定義1P-1] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = S, NA animtype = Hard damage = 61, 6 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10080 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 0 [State 1400, ヒット定義1P-2] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = S, NA animtype = Hard damage = 67, 6 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10081 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 0 [State 1400, ヒット定義1P-3] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = S, NA animtype = Hard damage = 58, 5 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10082 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 0 [State 1400, ヒット定義1P-4] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = S, NA animtype = Hard damage = 70, 7 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10083 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 0 [State 1400, ヒット定義1P-5] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = S, NA animtype = Hard damage = 53, 5 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10082 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 0 [State 1400, ヒット定義1P-6] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = S, NA animtype = Hard damage = 77, 7 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10088 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 0 [State 1400, ヒット定義2P-1] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = S, NA animtype = Hard damage = 61, 6 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10084 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 0 [State 1400, ヒット定義2P-2] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = S, NA animtype = Hard damage = 67, 6 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10085 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 0 [State 1400, ヒット定義2P-3] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = S, NA animtype = Hard damage = 58, 5 priority = 5 guardflag = MA hitflag = MAFDP pausetime = 15,15 sparkno = s10086 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 0 [State 1400, ヒット定義2P-4] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = S, NA animtype = Hard damage = 70, 7 priority = 5 guardflag = MA hitflag = MAFDP pausetime = 15,15 sparkno = s10087 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 0 [State 1400, ヒット定義2P-5] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = S, NA animtype = Hard damage = 53, 5 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10086 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 0 [State 1400, ヒット定義2P-6] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = S, NA animtype = Hard damage = 77, 7 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10089 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 0 [State 1400, コンボ補正] type = Varset trigger1 = movehit fv = 1 value = fVar(1)*0.8 persistent = 0 ignorehitpause = 1 [State -1, 投石] type = ChangeState trigger1 = AnimTime = 0 trigger1 = p2movetype = H trigger1 = p2bodydist X = [100,300] value = 1300 [State -1, ヒーローショウ];ゲージレベル2 type = ChangeState trigger1 = AnimTime = 0 ;trigger1 = life < 500 trigger1 = p2bodydist X = [-10,50] trigger1 = p2stateno = [120,190] trigger1 = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない value = 17004 [State -1, ヒーローショウ];ゲージレベル2 type = ChangeState trigger1 = AnimTime = 0 ;trigger1 = p2life < 500 trigger1 = p2bodydist X = [-10,50] trigger1 = p2stateno = [120,190] trigger1 = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない value = 17004 [State -1, バックジャンプ] type = ChangeState trigger1 = AnimTime = 0 trigger1 = life < 500 value = 15002 [State -1, バックジャンプ] type = ChangeState trigger1 = AnimTime = 0 trigger1 = p2life < 500 value = 15002 [State -1, 鈍器] type = ChangeState trigger1 = AnimTime = 0 trigger1 = p2bodydist X < 30 trigger1 = FrontEdgeDist < 100 trigger1 = p2bodydist Y < -10 trigger1 = p2bodydist Y > -50 value = 13001 [State -1, 鈍器強] type = ChangeState trigger1 = AnimTime = 0 trigger1 = p2bodydist X < 100 trigger1 = FrontEdgeDist < 100 trigger1 = p2stateno = [120,190] value = 1450 [State -1, 浴びせ蹴り強] type = ChangeState trigger1 = AnimTime = 0 trigger1 = p2bodydist X < 100 trigger1 = FrontEdgeDist < 100 value = 1815 [State 3000, ステート変更、ジャンプ] type = ChangeState trigger1 = AnimTime = 0 value = 15002 ;立ち強パンチ [Statedef 10213] type = S movetype= A physics = S juggle = 3 poweradd= 30 ctrl = 0 velset = 0,0 anim = 210+var(9) sprpriority = -1 [State 3700, 軸位置移動] type = PosAdd trigger1 = AnimElem = 1 x = 5 [State 210, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 210, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 210, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 210, 軸位置移動] type = PosAdd trigger1 = AnimElem = 2 x = 12 [State 210, 軸位置移動] type = PosAdd trigger1 = AnimElem = 3 x = 6 [State 210, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 3 value = 0, 3 [State 210, 音を鳴らす(攻撃5)] type = PlaySnd triggerall = time = 0 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 4 value = 400+var(16), 4 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 210, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 210, ドカッ!分岐] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 4 Range = 0,5 [State 210, ヒット定義1P-1] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = S, NA animtype = Medium damage = 55 guardflag = MA pausetime = 12,12 sparkno = s10020 guard.sparkno = s10070 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 210, ヒット定義1P-2] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = S, NA animtype = Medium damage = 61 guardflag = MA pausetime = 12,12 sparkno = s10021 guard.sparkno = s10070 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 210, ヒット定義1P-3] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = S, NA animtype = Medium damage = 52 guardflag = MA pausetime = 12,12 sparkno = s10022 guard.sparkno = s10070 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 210, ヒット定義1P-4] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = S, NA animtype = Medium damage = 64 guardflag = MA pausetime = 12,12 sparkno = s10023 guard.sparkno = s10070 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 210, ヒット定義1P-5] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = S, NA animtype = Medium damage = 48 guardflag = MA pausetime = 12,12 sparkno = s10022 guard.sparkno = s10070 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 210, ヒット定義1P-6] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = S, NA animtype = Medium damage = 70 guardflag = MA pausetime = 12,12 sparkno = s10053 guard.sparkno = s10070 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 210, ヒット定義2P-1] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = S, NA animtype = Medium damage = 55 guardflag = MA pausetime = 12,12 sparkno = s10024 guard.sparkno = s10071 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 210, ヒット定義2P-2] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = S, NA animtype = Medium damage = 61 guardflag = MA pausetime = 12,12 sparkno = s10025 guard.sparkno = s10071 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 210, ヒット定義2P-3] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = S, NA animtype = Medium damage = 52 guardflag = MA pausetime = 12,12 sparkno = s10026 guard.sparkno = s10071 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 210, ヒット定義2P-4] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = S, NA animtype = Medium damage = 64 guardflag = MA pausetime = 12,12 sparkno = s10027 guard.sparkno = s10071 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 210, ヒット定義2P-5] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = S, NA animtype = Medium damage = 48 guardflag = MA pausetime = 12,12 sparkno = s10026 guard.sparkno = s10071 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 210, ヒット定義2P-6] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = S, NA animtype = Medium damage = 70 guardflag = MA pausetime = 12,12 sparkno = s10057 guard.sparkno = s10071 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 210, コンボ補正] type = Varset trigger1 = movehit fv = 1 value = fVar(1)*0.8 persistent = 0 ignorehitpause = 1 [State 210, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 2500 ;立ち強パンチ [Statedef 10219] type = S movetype= A physics = S juggle = 3 poweradd= 30 ctrl = 0 velset = 0,0 anim = 210+var(9) sprpriority = -1 [State 210, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 210, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 210, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 210, 軸位置移動] type = PosAdd trigger1 = AnimElem = 2 x = 12 [State 210, 軸位置移動] type = PosAdd trigger1 = AnimElem = 3 x = 6 [State 210, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 3 value = 0, 3 [State 210, 音を鳴らす(攻撃5)] type = PlaySnd triggerall = time = 0 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 4 value = 400+var(16), 4 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 210, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 210, ドカッ!分岐] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 4 Range = 0,5 [State 210, ヒット定義1P-1] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = S, NA animtype = Medium damage = 55 guardflag = MA pausetime = 12,12 sparkno = s10020 guard.sparkno = s10070 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 210, ヒット定義1P-2] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = S, NA animtype = Medium damage = 61 guardflag = MA pausetime = 12,12 sparkno = s10021 guard.sparkno = s10070 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 210, ヒット定義1P-3] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = S, NA animtype = Medium damage = 52 guardflag = MA pausetime = 12,12 sparkno = s10022 guard.sparkno = s10070 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 210, ヒット定義1P-4] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = S, NA animtype = Medium damage = 64 guardflag = MA pausetime = 12,12 sparkno = s10023 guard.sparkno = s10070 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 210, ヒット定義1P-5] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = S, NA animtype = Medium damage = 48 guardflag = MA pausetime = 12,12 sparkno = s10022 guard.sparkno = s10070 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 210, ヒット定義1P-6] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = S, NA animtype = Medium damage = 70 guardflag = MA pausetime = 12,12 sparkno = s10053 guard.sparkno = s10070 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 210, ヒット定義2P-1] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = S, NA animtype = Medium damage = 55 guardflag = MA pausetime = 12,12 sparkno = s10024 guard.sparkno = s10071 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 210, ヒット定義2P-2] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = S, NA animtype = Medium damage = 61 guardflag = MA pausetime = 12,12 sparkno = s10025 guard.sparkno = s10071 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 210, ヒット定義2P-3] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = S, NA animtype = Medium damage = 52 guardflag = MA pausetime = 12,12 sparkno = s10026 guard.sparkno = s10071 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 210, ヒット定義2P-4] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = S, NA animtype = Medium damage = 64 guardflag = MA pausetime = 12,12 sparkno = s10027 guard.sparkno = s10071 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 210, ヒット定義2P-5] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = S, NA animtype = Medium damage = 48 guardflag = MA pausetime = 12,12 sparkno = s10026 guard.sparkno = s10071 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 210, ヒット定義2P-6] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = S, NA animtype = Medium damage = 70 guardflag = MA pausetime = 12,12 sparkno = s10057 guard.sparkno = s10071 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 210, コンボ補正] type = Varset trigger1 = movehit fv = 1 value = fVar(1)*0.8 persistent = 0 ignorehitpause = 1 [State 210, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 2500 ;後転起立(特殊行動) [Statedef 12301] type = S movetype = I physics = S ctrl = 0 velset = 0,0 anim = 2300+var(9) sprpriority = 1 poweradd= 0 [State 2300, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 6 value = 0, 3 [State 2300, 音を鳴らす(攻撃5)] type = PlaySnd triggerall = time = 0 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 4 value = 400+var(16), 4 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 2300, 軸位置移動] type = PosAdd trigger1 = AnimElemNo(0) = [5,16] trigger1 = AnimElemTime(AnimElemNo(0)) = 0 x = -8 [State -1, クラスターミサイル];ゲージレベル1 type = ChangeState trigger1 = AnimTime = 0 trigger1 = power >= 1000 trigger1 = life > 500 trigger1 = NumHelper(3810) = 0 value = 3800 [State 2300, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;ショート挑発A [Statedef 17001] type = S movetype = I physics = S ctrl = 0 anim = 7000+var(9) velset = 0,0 sprpriority = 2 poweradd = 150 [State 7000, ファイア!!] type = Explod trigger1 = AnimElem = 11 anim = 10500 ID = 10500 pos = 30,-70 postype = p1 scale = 0.5,0.5 ownpal = 1 [State 7000,シェイクシェイク!] type = EnvShake trigger1 = AnimElem = 11 time = 10 ampl = -4 [State 7000, どごーん] type = PlaySnd trigger1 = AnimElem = 11 value = 60, 4 [State 7000, 歓声] type = PlaySnd trigger1 = AnimElem = 11 value = 2000, 0 [State 7000, 音を鳴らす(美しい)] type = PlaySnd trigger1 = time = 0 value = 600, 0 channel = 13 freqmul = 1+FVar(39) volume = 2000 [State 7000, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 17002 ;ショート挑発B [Statedef 17002] type = S movetype = I physics = S ctrl = 0 anim = 7010+var(9) velset = 0,0 sprpriority = 2 poweradd = 150 [State 7010, ファイア!!] type = Explod trigger1 = AnimElem = 11 anim = 10500 ID = 10500 pos = 0,-80 postype = p1 scale = 0.5,0.5 ownpal = 1 [State 7010,シェイクシェイク!] type = EnvShake trigger1 = AnimElem = 11 time = 10 ampl = -4 [State 7010, どごーん] type = PlaySnd trigger1 = AnimElem = 11 value = 60, 4 [State 7010, 歓声] type = PlaySnd trigger1 = AnimElem = 11 value = 2000, 0 [State 7010, 音を鳴らす(うぅん)] type = PlaySnd trigger1 = time = 0 value = 600, 1 channel = 13 freqmul = 1+FVar(39) volume = 20000 [State 7020, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 17005 ;挑発 [Statedef 17003] type = S movetype = I physics = S ctrl = 0 anim = 195+var(9) velset = 0,0 sprpriority = 2 [State 195, グレネード獲得] type = Varset trigger1 = AnimElem = 46 var(2) = 2 [State 195, グレネード獲得音] type = PlaySnd trigger1 = AnimElem = 45 value = 1000, 1 [State 195, 歓声] type = PlaySnd trigger1 = AnimElem = 20 value = 2000, 0 [State 195, 音を鳴らす(ハッハ〜)] type = PlaySnd trigger1 = AnimElem = 20 value = 600, 4 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 195, ジョウロ残弾1Pの1] type = Explod trigger1 = AnimElem = 46 trigger1 = TeamSide = 1 trigger1 = P2Name="K'"||P3Name ="K'"||P4Name ="K'" anim = 10113 ID = 10103 pos = 20,60 postype = left facing = 1 bindtime = -1 scale = 0.4,0.4 ownpal = 1 removetime = -1 [State 195, ジョウロ残弾1Pの2] type = Explod trigger1 = AnimElem = 46 trigger1 = TeamSide = 1 trigger1 = P2Name="K'"||P3Name ="K'"||P4Name ="K'" anim = 10113 ID = 10104 pos = 10,60 postype = left facing = 1 bindtime = -1 scale = 0.4,0.4 ownpal = 1 removetime = -1 [State 195, ジョウロ残弾2Pの1] type = Explod trigger1 = AnimElem = 46 trigger1 = TeamSide = 2 trigger1 = P2Name="K'"||P3Name ="K'"||P4Name ="K'" anim = 10113 ID = 10105 pos = -20,60 postype = right facing = 1 bindtime = -1 scale = 0.4,0.4 ownpal = 1 removetime = -1 [State 195, ジョウロ残弾2Pの2] type = Explod trigger1 = AnimElem = 46 trigger1 = TeamSide = 2 trigger1 = P2Name="K'"||P3Name ="K'"||P4Name ="K'" anim = 10113 ID = 10106 pos = -10,60 postype = right facing = 1 bindtime = -1 scale = 0.4,0.4 ownpal = 1 removetime = -1 [State 195, グレネード残弾1Pの1] type = Explod trigger1 = AnimElem = 46 trigger1 = TeamSide = 1 trigger1 = P2Name!="K'" trigger1 = P3Name!="K'" trigger1 = P4Name!="K'" anim = 10103 ID = 10103 pos = 20,60 postype = left facing = 1 bindtime = -1 scale = 0.4,0.4 ownpal = 1 removetime = -1 [State 195, グレネード残弾1Pの2] type = Explod trigger1 = AnimElem = 46 trigger1 = TeamSide = 1 trigger1 = P2Name!="K'" trigger1 = P3Name!="K'" trigger1 = P4Name!="K'" anim = 10103 ID = 10104 pos = 10,60 postype = left facing = 1 bindtime = -1 scale = 0.4,0.4 ownpal = 1 removetime = -1 [State 195, グレネード残弾2Pの1] type = Explod trigger1 = AnimElem = 46 trigger1 = TeamSide = 2 trigger1 = P2Name!="K'" trigger1 = P3Name!="K'" trigger1 = P4Name!="K'" anim = 10103 ID = 10105 pos = -20,60 postype = right facing = 1 bindtime = -1 scale = 0.4,0.4 ownpal = 1 removetime = -1 [State 195, グレネード残弾2Pの2] type = Explod trigger1 = AnimElem = 46 trigger1 = TeamSide = 2 trigger1 = P2Name!="K'" trigger1 = P3Name!="K'" trigger1 = P4Name!="K'" anim = 10103 ID = 10106 pos = -10,60 postype = right facing = 1 bindtime = -1 scale = 0.4,0.4 ownpal = 1 removetime = -1 ;;;;;;;; [State -1, 浴びせ蹴り強] type = ChangeState trigger1 = AnimElem = 48 trigger1 = FrontEdgeDist < 100 trigger1 = p2life < 10 value = 1815 [State 7020, ステート変更] type = ChangeState trigger1 = AnimElem = 48 trigger1 = FrontEdgeDist < 100 value = 15012 [State 7020, ステート変更] type = ChangeState trigger1 = AnimElem = 48 value = 250 ;ショート挑発C [Statedef 17005] type = S movetype = I physics = S ctrl = 0 anim = 7020+var(9) velset = 0,0 sprpriority = 2 poweradd = 150 [State 7020, ファイア!!] type = Explod trigger1 = AnimElem = 11 anim = 10500 ID = 10500 pos = -10,-60 postype = p1 scale = 0.5,0.5 ownpal = 1 [State 7020,シェイクシェイク!] type = EnvShake trigger1 = AnimElem = 11 time = 10 ampl = -4 [State 7020, どごーん] type = PlaySnd trigger1 = AnimElem = 11 value = 60, 4 [State 7020, 歓声] type = PlaySnd trigger1 = AnimElem = 11 value = 2000, 0 [State 7010, 音を鳴らす(あぁ・・・)] type = PlaySnd trigger1 = time = 0 value = 600, 2 channel = 13 freqmul = 1+FVar(39) volume = 20000 [State 7020, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 11403 ;ショート挑発C [Statedef 17006] type = S movetype = I physics = S ctrl = 0 anim = 7020+var(9) velset = 0,0 sprpriority = 2 poweradd = 150 [State 7020, ファイア!!] type = Explod trigger1 = AnimElem = 11 anim = 10500 ID = 10500 pos = -10,-60 postype = p1 scale = 0.5,0.5 ownpal = 1 [State 7020,シェイクシェイク!] type = EnvShake trigger1 = AnimElem = 11 time = 10 ampl = -4 [State 7020, どごーん] type = PlaySnd trigger1 = AnimElem = 11 value = 60, 4 [State 7020, 歓声] type = PlaySnd trigger1 = AnimElem = 11 value = 2000, 0 [State 7010, 音を鳴らす(あぁ・・・)] type = PlaySnd trigger1 = time = 0 value = 600, 2 channel = 13 freqmul = 1+FVar(39) volume = 20000 [State 7020, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 10451 ;しゃがみ弱パンチ [Statedef 11401] type = C movetype= A physics = C juggle = 3 poweradd= 10 ctrl = 0 anim = 403 sprpriority = 2 facep2 = 1 [State 400, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 400, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 400, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 400, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 1 value = 0, 0 [State 400, 音を鳴らす(攻撃1)] type = PlaySnd triggerall = time = 0 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 4 value = 400+var(16), 0 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 400, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 400, ピシィ!分岐] Type = VarRandom trigger1 = PalNo != 11 trigger1 = PalNo != 12 Trigger1 = Time = 0 V = 4 Range = 0,5 [State 400, ヒット定義1P-1] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = C, NA damage = 17 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10010 guard.sparkno = s10070 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義1P-2] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = C, NA damage = 19 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10011 guard.sparkno = s10070 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義1P-3] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = C, NA damage = 16 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10012 guard.sparkno = s10070 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義1P-4] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = C, NA damage = 20 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10013 guard.sparkno = s10070 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義1P-5] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = C, NA damage = 14 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10012 guard.sparkno = s10070 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義1P-6] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = C, NA damage = 22 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10043 guard.sparkno = s10070 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義2P-1] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = C, NA damage = 17 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10014 guard.sparkno = s10071 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義2P-2] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = C, NA damage = 19 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10015 guard.sparkno = s10071 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義2P-3] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = C, NA damage = 16 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10016 guard.sparkno = s10071 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義2P-4] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = C, NA damage = 20 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10017 guard.sparkno = s10071 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義2P-5] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = C, NA damage = 14 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10016 guard.sparkno = s10071 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義2P-6] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = C, NA damage = 22 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10047 guard.sparkno = s10071 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, コンボ補正] type = Varset trigger1 = movehit fv = 1 value = fVar(1)*0.8 persistent = 0 ignorehitpause = 1 [State 400, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = p2bodydist X = [-10,20] trigger1 = stateno = 2000 trigger1 = p2stateno = [150,190] trigger1 = life < 700 value = 6000 [State 400, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = p2bodydist X = [-10,20] trigger1 = stateno = 2000 trigger1 = p2stateno = [150,190] trigger1 = p2life < 700 value = 6000 [State 400, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 11402 ;しゃがみ弱パンチ [Statedef 11402] type = C movetype= A physics = C juggle = 3 poweradd= 10 ctrl = 0 anim = 403 sprpriority = 2 facep2 = 1 [State 400, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 400, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 400, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 400, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 1 value = 0, 0 [State 400, 音を鳴らす(攻撃1)] type = PlaySnd triggerall = time = 0 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 4 value = 400+var(16), 0 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 400, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 400, ピシィ!分岐] Type = VarRandom trigger1 = PalNo != 11 trigger1 = PalNo != 12 Trigger1 = Time = 0 V = 4 Range = 0,5 [State 400, ヒット定義1P-1] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = C, NA damage = 17 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10010 guard.sparkno = s10070 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義1P-2] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = C, NA damage = 19 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10011 guard.sparkno = s10070 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義1P-3] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = C, NA damage = 16 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10012 guard.sparkno = s10070 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義1P-4] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = C, NA damage = 20 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10013 guard.sparkno = s10070 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義1P-5] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = C, NA damage = 14 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10012 guard.sparkno = s10070 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義1P-6] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = C, NA damage = 22 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10043 guard.sparkno = s10070 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義2P-1] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = C, NA damage = 17 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10014 guard.sparkno = s10071 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義2P-2] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = C, NA damage = 19 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10015 guard.sparkno = s10071 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義2P-3] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = C, NA damage = 16 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10016 guard.sparkno = s10071 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義2P-4] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = C, NA damage = 20 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10017 guard.sparkno = s10071 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義2P-5] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = C, NA damage = 14 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10016 guard.sparkno = s10071 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義2P-6] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = C, NA damage = 22 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10047 guard.sparkno = s10071 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, コンボ補正] type = Varset trigger1 = movehit fv = 1 value = fVar(1)*0.8 persistent = 0 ignorehitpause = 1 [State 400, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 11403 ;しゃがみ弱パンチ [Statedef 11403] type = C movetype= A physics = C juggle = 3 poweradd= 10 ctrl = 0 anim = 403 sprpriority = 2 facep2 = 1 [State 400, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 400, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 400, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 400, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 1 value = 0, 0 [State 400, 音を鳴らす(攻撃1)] type = PlaySnd triggerall = time = 0 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 4 value = 400+var(16), 0 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 400, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 400, ピシィ!分岐] Type = VarRandom trigger1 = PalNo != 11 trigger1 = PalNo != 12 Trigger1 = Time = 0 V = 4 Range = 0,5 [State 400, ヒット定義1P-1] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = C, NA damage = 17 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10010 guard.sparkno = s10070 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義1P-2] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = C, NA damage = 19 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10011 guard.sparkno = s10070 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義1P-3] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = C, NA damage = 16 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10012 guard.sparkno = s10070 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義1P-4] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = C, NA damage = 20 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10013 guard.sparkno = s10070 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義1P-5] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = C, NA damage = 14 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10012 guard.sparkno = s10070 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義1P-6] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = C, NA damage = 22 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10043 guard.sparkno = s10070 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義2P-1] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = C, NA damage = 17 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10014 guard.sparkno = s10071 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義2P-2] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = C, NA damage = 19 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10015 guard.sparkno = s10071 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義2P-3] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = C, NA damage = 16 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10016 guard.sparkno = s10071 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義2P-4] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = C, NA damage = 20 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10017 guard.sparkno = s10071 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義2P-5] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = C, NA damage = 14 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10016 guard.sparkno = s10071 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義2P-6] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = C, NA damage = 22 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10047 guard.sparkno = s10071 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, コンボ補正] type = Varset trigger1 = movehit fv = 1 value = fVar(1)*0.8 persistent = 0 ignorehitpause = 1 [State 400, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 1815 ;鈍器弱 [Statedef 14101] type = S movetype= A physics = S juggle = 3 poweradd= 25 velset = 0,0 anim = 1400+var(9) ctrl = 0 sprpriority = 2 [State 1400, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 1400, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1400, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1400, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 7 value = 0, 3 [State 1400, 音を鳴らす(攻撃5)] type = PlaySnd triggerall = AnimElem = 5 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 4 value = 400+var(16), 4 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 1400, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 1400, バキッ!分岐] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 4 Range = 0,5 [State 1400, 物理的なキャラの幅] type = Width trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(15) < 0) player = 30,0 edge = 48,0 [State 1400, ヒット定義1P-1] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = S, NA animtype = Hard damage = 61, 6 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10080 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 0 [State 1400, ヒット定義1P-2] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = S, NA animtype = Hard damage = 67, 6 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10081 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 0 [State 1400, ヒット定義1P-3] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = S, NA animtype = Hard damage = 58, 5 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10082 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 0 [State 1400, ヒット定義1P-4] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = S, NA animtype = Hard damage = 70, 7 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10083 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 0 [State 1400, ヒット定義1P-5] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = S, NA animtype = Hard damage = 53, 5 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10082 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 0 [State 1400, ヒット定義1P-6] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = S, NA animtype = Hard damage = 77, 7 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10088 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 0 [State 1400, ヒット定義2P-1] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = S, NA animtype = Hard damage = 61, 6 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10084 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 0 [State 1400, ヒット定義2P-2] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = S, NA animtype = Hard damage = 67, 6 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10085 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 0 [State 1400, ヒット定義2P-3] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = S, NA animtype = Hard damage = 58, 5 priority = 5 guardflag = MA hitflag = MAFDP pausetime = 15,15 sparkno = s10086 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 0 [State 1400, ヒット定義2P-4] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = S, NA animtype = Hard damage = 70, 7 priority = 5 guardflag = MA hitflag = MAFDP pausetime = 15,15 sparkno = s10087 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 0 [State 1400, ヒット定義2P-5] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = S, NA animtype = Hard damage = 53, 5 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10086 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 0 [State 1400, ヒット定義2P-6] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = S, NA animtype = Hard damage = 77, 7 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10089 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 0 [State 1400, コンボ補正] type = Varset trigger1 = movehit fv = 1 value = fVar(1)*0.8 persistent = 0 ignorehitpause = 1 [State 1400, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = p2bodydist X > 100 value = 1300 [State 1400, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 14102 ;鈍器弱 [Statedef 14102] type = S movetype= A physics = S juggle = 3 poweradd= 25 velset = 0,0 anim = 1400+var(9) ctrl = 0 sprpriority = 2 [State 1400, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 1400, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1400, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1400, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 7 value = 0, 3 [State 1400, 音を鳴らす(攻撃5)] type = PlaySnd triggerall = AnimElem = 5 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 4 value = 400+var(16), 4 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 1400, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 1400, バキッ!分岐] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 4 Range = 0,5 [State 1400, 物理的なキャラの幅] type = Width trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(15) < 0) player = 30,0 edge = 48,0 [State 1400, ヒット定義1P-1] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = S, NA animtype = Hard damage = 61, 6 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10080 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 0 [State 1400, ヒット定義1P-2] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = S, NA animtype = Hard damage = 67, 6 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10081 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 0 [State 1400, ヒット定義1P-3] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = S, NA animtype = Hard damage = 58, 5 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10082 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 0 [State 1400, ヒット定義1P-4] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = S, NA animtype = Hard damage = 70, 7 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10083 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 0 [State 1400, ヒット定義1P-5] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = S, NA animtype = Hard damage = 53, 5 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10082 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 0 [State 1400, ヒット定義1P-6] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = S, NA animtype = Hard damage = 77, 7 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10088 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 0 [State 1400, ヒット定義2P-1] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = S, NA animtype = Hard damage = 61, 6 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10084 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 0 [State 1400, ヒット定義2P-2] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = S, NA animtype = Hard damage = 67, 6 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10085 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 0 [State 1400, ヒット定義2P-3] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = S, NA animtype = Hard damage = 58, 5 priority = 5 guardflag = MA hitflag = MAFDP pausetime = 15,15 sparkno = s10086 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 0 [State 1400, ヒット定義2P-4] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = S, NA animtype = Hard damage = 70, 7 priority = 5 guardflag = MA hitflag = MAFDP pausetime = 15,15 sparkno = s10087 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 0 [State 1400, ヒット定義2P-5] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = S, NA animtype = Hard damage = 53, 5 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10086 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 0 [State 1400, ヒット定義2P-6] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = S, NA animtype = Hard damage = 77, 7 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10089 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 0 [State 1400, コンボ補正] type = Varset trigger1 = movehit fv = 1 value = fVar(1)*0.8 persistent = 0 ignorehitpause = 1 [State -1, スタンガン] type = ChangeState trigger1 = AnimTime = 0 trigger1 = power >= 1000 trigger1 = p2movetype = A trigger1 = p2bodydist X < 50 value = 13601 [State -1, 投石] type = ChangeState trigger1 = AnimTime = 0 trigger1 = p2bodydist X > 50 value = 1300 [State 1400, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 1815 ;寝石(特殊行動) [Statedef 12201] type = S movetype = A physics = S ctrl = 0 velset = 0,0 poweradd= 0 anim = 2200+var(9) sprpriority = 1 [State 2200, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 2200, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 2200, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 2200, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 2 value = 800, 0 [State 2200, 音を鳴らす(攻撃1)] type = PlaySnd triggerall = time = 0 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 4 value = 400+var(16), 0 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 2200, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 2200, ドカッ!分岐] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 4 Range = 0,5 [State 2200, 石1P-1] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = S, SP damage = 57, 5 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 20,-77 velocity = ceil(4+var(5)*2),-3 accel = 0,0.4 projID = 2222 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10080 guard.sparkno = s10070 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 2200, 石1P-2] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = S, SP damage = 63, 6 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 20,-77 velocity = ceil(4+var(5)*2),-3 accel = 0,0.4 projID = 2222 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10081 guard.sparkno = s10070 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 2200, 石1P-3] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = S, SP damage = 54, 5 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 20,-77 velocity = ceil(4+var(5)*2),-3 accel = 0,0.4 projID = 2222 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10082 guard.sparkno = s10070 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 2200, 石1P-4] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = S, SP damage = 66, 6 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 20,-77 velocity = ceil(4+var(5)*2),-3 accel = 0,0.4 projID = 2222 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10083 guard.sparkno = s10070 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 2200, 石1P-5] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = S, SP damage = 50, 5 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 20,-77 velocity = ceil(4+var(5)*2),-3 accel = 0,0.4 projID = 2222 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10082 guard.sparkno = s10070 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 2200, 石1P-6] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = S, SP damage = 72, 7 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 20,-77 velocity = ceil(4+var(5)*2),-3 accel = 0,0.4 projID = 2222 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10088 guard.sparkno = s10070 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 2200, 石2P-1] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = S, SP damage = 57, 5 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 20,-77 velocity = ceil(4+var(5)*2),-3 accel = 0,0.4 projID = 2222 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10084 guard.sparkno = s10071 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 2200, 石2P-2] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = S, SP damage = 63, 6 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 20,-77 velocity = ceil(4+var(5)*2),-3 accel = 0,0.4 projID = 2222 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10085 guard.sparkno = s10071 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 2200, 石2P-3] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = S, SP damage = 54, 5 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 20,-77 velocity = ceil(4+var(5)*2),-3 accel = 0,0.4 projID = 2222 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10086 guard.sparkno = s10071 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 2200, 石2P-4] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = S, SP damage = 66, 6 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 20,-77 velocity = ceil(4+var(5)*2),-3 accel = 0,0.4 projID = 2222 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10087 guard.sparkno = s10071 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 2200, 石2P-5] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = S, SP damage = 50, 5 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 20,-77 velocity = ceil(4+var(5)*2),-3 accel = 0,0.4 projID = 2222 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10086 guard.sparkno = s10071 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 2200, 石2P-6] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = S, SP damage = 72, 7 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 20,-77 velocity = ceil(4+var(5)*2),-3 accel = 0,0.4 projID = 2222 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10089 guard.sparkno = s10071 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 2200, ダウン移行] type = statetypeset trigger1 = AnimElem = 11 statetype = L [State 2200, ダウン移行制限] type = statetypeset trigger1 = AnimElem = 14 statetype = S [State 2200, ダウン移行制限] type = VelSet trigger1 = time = 0 x = -4 [State 2200, ステート変更] type = ChangeState trigger1 = AnimElem = 13 trigger1 = p2bodydist X > 50 trigger1 = p2bodydist X = [50,150] trigger1 = BackEdgeBodyDist > 30 trigger1 = p2stateno != [150,190] value = 12201 [State -1, 後転起き上がり] type = ChangeState trigger1 = AnimElem = 13 value = 12301 ;前転 [Statedef 11651] type = S movetype= A physics = S juggle = 4 poweradd= 20 velset = 0,0 anim = 1650+var(9) ctrl = 0 sprpriority = 2 [State 1650, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 5 value = 0, 3 [State 200, 音を鳴らす(攻撃5)] type = PlaySnd trigger1 = AnimElem = 3 value = 400+var(16), 4 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 1650, 軸位置移動] type = PosAdd trigger1 = AnimElem = 5 x = 8 y = -2 [State 1650, 軸位置移動] type = PosAdd trigger1 = AnimElem = 6 x = 8 y = 2 [State 1650, 軸位置移動] type = PosAdd trigger1 = AnimElem = 7 x = 8 [State 1650, 軸位置移動] type = PosAdd trigger1 = AnimElem = 8 x = 8 [State 1650, 軸位置移動] type = PosAdd trigger1 = AnimElem = 9 x = 8 [State 1650, 軸位置移動] type = PosAdd trigger1 = AnimElem = 10 x = 8 [State 1650, 軸位置移動] type = PosAdd trigger1 = AnimElem = 11 x = 8 [State 1650, 軸位置移動] type = PosAdd trigger1 = AnimElem = 12 x = 8 [State 1650, 軸位置移動] type = PosAdd trigger1 = AnimElem = 13 x = 8 [State 1650, 軸位置移動] type = PosAdd trigger1 = AnimElem = 14 x = 8 [State 1650, 軸位置移動] type = PosAdd trigger1 = AnimElem = 15 x = 8 [State 1650, 軸位置移動] type = PosAdd trigger1 = AnimElem = 16 x = 10 [State 1650, 軸位置移動] type = PosAdd trigger1 = AnimElem = 17 x = 15 [State 1650, 押し判定] type = NotHitBy trigger1 = 1 value = SCA,AA,AP time = 1 [State 1650, 押し判定] type = PlayerPush trigger1 = 1 value = 0 ;相手を押さず、すり抜ける事が出来る。 [State 1650, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;防衛モード1(特殊行動) [Statedef 12601] type = S movetype = I physics = S ctrl = 0 velset = 0,0 anim = 2600+var(9) sprpriority = 1 [State 2600, パワーゲージ増減] type = PowerAdd trigger1 = 1 value = -2 [State 2600, 回避方法抽選] Type = VarRandom Trigger1 = Time = 0 V = 4 Range = 0,1 [State 2600, 上段攻撃など効かぬ] type = ReversalDef trigger1 = 1 trigger1 = !IsHelper trigger1 = var(4) = 0 reversal.attr = SCA,AA sparkno = 1 sparkxy = 0,0 hitsound = 5,2 p1stateno = 2610 [State 2600, 中段攻撃など効かぬ] type = ReversalDef trigger1 = 1 trigger1 = !IsHelper trigger1 = var(4) = 1 reversal.attr = SCA,AA sparkno = 1 sparkxy = 0,0 hitsound = 5,2 p1stateno = 2650 [State 2600, ステート変更] type = ChangeState trigger1 = Time = 60 value = 12605 ctrl = 0 ;防衛モード1終了(特殊行動) [Statedef 12605] type = S movetype = I physics = S ctrl = 0 velset = 0,0 anim = 2605+var(9) sprpriority = 1 [State 2500] type = ReversalDef trigger1 = 1 trigger1 = !IsHelper reversal.attr = SCA,AA pausetime = 10,10 sparkno = 1 sparkxy = 0,-60 hitsound = 5,2 p1stateno = 2510 [State 2605, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;防衛モード3(特殊行動) [Statedef 12801] type = S movetype = I physics = S ctrl = 0 velset = 0,0 anim = 2800+var(9) sprpriority = 1 [State 2800, パワーゲージ増減] type = PowerAdd trigger1 = 1 value = -2 [State 2800, 飛び道具など効かぬ!] type = HitOverride trigger1 = 1 attr = SA, NP, SP, HP forceair = 1 stateno = 2810 [State 2600, ステート変更] type = ChangeState trigger1 = Time = 120 value = 2805 ctrl = 0 ;スライディング [Statedef 13031] type = S movetype= A physics = S juggle = 4 poweradd= 45 velset = 0,0 anim = 3030+var(9) ctrl = 0 sprpriority = 2 [State 3030, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 3030, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 3030, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 3030, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 8 value = 0, 3 [State 3030, 音を鳴らす(攻撃2)] type = PlaySnd triggerall = time = 0 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 4 value = 400+var(16), 1 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 3030, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 3030, バキッ!分岐] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 4 Range = 0,5 [State 3030, ヒット定義1P-1] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = C, NA damage = 62 hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = s10030 guard.sparkno = s10070 sparkxy = -5,-10 hitsound = 5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 15 ground.velocity = -1.5,-2 air.velocity = -1.2,-3 guard.velocity = -5 fall = 1 [State 3030, ヒット定義1P-2] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = C, NA damage = 68 hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = s10031 guard.sparkno = s10070 sparkxy = -5,-10 hitsound = 5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 15 ground.velocity = -1.5,-2 air.velocity = -1.2,-3 guard.velocity = -5 fall = 1 [State 3030, ヒット定義1P-3] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = C, NA damage = 58 hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = s10032 guard.sparkno = s10070 sparkxy = -5,-10 hitsound = 5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 15 ground.velocity = -1.5,-2 air.velocity = -1.2,-3 guard.velocity = -5 fall = 1 [State 3030, ヒット定義1P-4] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = C, NA damage = 72 hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = s10033 guard.sparkno = s10070 sparkxy = -5,-10 hitsound = 5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 15 ground.velocity = -1.5,-2 air.velocity = -1.2,-3 guard.velocity = -5 fall = 1 [State 3030, ヒット定義1P-5] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = C, NA damage = 54 hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = s10032 guard.sparkno = s10070 sparkxy = -5,-10 hitsound = 5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 15 ground.velocity = -1.5,-2 air.velocity = -1.2,-3 guard.velocity = -5 fall = 1 [State 3030, ヒット定義1P-6] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = C, NA damage = 78 hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = s10063 guard.sparkno = s10070 sparkxy = -5,-10 hitsound = 5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 15 ground.velocity = -1.5,-2 air.velocity = -1.2,-3 guard.velocity = -5 fall = 1 [State 3030, ヒット定義2P-1] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = C, NA damage = 62 hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = s10034 guard.sparkno = s10071 sparkxy = -5,-10 hitsound = 5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 15 ground.velocity = -1.5,-2 air.velocity = -1.2,-3 guard.velocity = -5 fall = 1 [State 3030, ヒット定義2P-2] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = C, NA damage = 68 hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = s10035 guard.sparkno = s10071 sparkxy = -5,-10 hitsound = 5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 15 ground.velocity = -1.5,-2 air.velocity = -1.2,-3 guard.velocity = -5 fall = 1 [State 3030, ヒット定義2P-3] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = C, NA damage = 58 hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = s10036 guard.sparkno = s10071 sparkxy = -5,-10 hitsound = 5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 15 ground.velocity = -1.5,-2 air.velocity = -1.2,-3 guard.velocity = -5 fall = 1 [State 3030, ヒット定義2P-4] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = C, NA damage = 72 hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = s10037 guard.sparkno = s10071 sparkxy = -5,-10 hitsound = 5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 15 ground.velocity = -1.5,-2 air.velocity = -1.2,-3 guard.velocity = -5 fall = 1 [State 3030, ヒット定義2P-5] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = C, NA damage = 54 hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = s10036 guard.sparkno = s10071 sparkxy = -5,-10 hitsound = 5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 15 ground.velocity = -1.5,-2 air.velocity = -1.2,-3 guard.velocity = -5 fall = 1 [State 3030, ヒット定義2P-6] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = C, NA damage = 78 hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = s10067 guard.sparkno = s10071 sparkxy = -5,-10 hitsound = 5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 15 ground.velocity = -1.5,-2 air.velocity = -1.2,-3 guard.velocity = -5 fall = 1 [State 3030, ダウン移行] type = statetypeset trigger1 = AnimElem = 29 statetype = L [State 3030, ダウン移行制限] type = statetypeset trigger1 = AnimElem = 34 statetype = S [State 3030, 軸位置移動] type = PosAdd trigger1 = AnimElem = 1 x = 9 [State 3030, 軸位置移動] type = PosAdd trigger1 = AnimElem = 2 x = 9 [State 3030, 軸位置移動] type = PosAdd trigger1 = AnimElem = 3 x = 9 [State 3030, 軸位置移動] type = PosAdd trigger1 = AnimElem = 4 x = 9 [State 3030, 軸位置移動] type = PosAdd trigger1 = AnimElem = 5 x = 10 [State 3030, 軸位置移動] type = PosAdd trigger1 = AnimElem = 6 x = 9 [State 3030, 軸位置移動] type = PosAdd trigger1 = AnimElem = 7 x = 9 [State 3030, 軸位置移動] type = PosAdd trigger1 = AnimElem = 8 x = 9 [State 3030, 軸位置移動] type = PosAdd trigger1 = AnimElem = 9 x = 9 [State 3030, 軸位置移動] type = PosAdd trigger1 = AnimElem = 10 x = 9 [State 3030, 軸位置移動] type = PosAdd trigger1 = AnimElem = 11 x = 9 [State 3030, 軸位置移動] type = PosAdd trigger1 = AnimElem = 12 x = 9 [State 3030, 軸位置移動] type = PosAdd trigger1 = AnimElem = 13 x = 9 [State 3030, 軸位置移動] type = PosAdd trigger1 = AnimElem = 14 x = 9 [State 3030, 軸位置移動] type = PosAdd trigger1 = AnimElem = 15 x = 9 [State 3030, 軸位置移動] type = PosAdd trigger1 = AnimElem = 16 x = 7 [State 3030, 軸位置移動] type = PosAdd trigger1 = AnimElem = 17 x = 7 [State 3030, 軸位置移動] type = PosAdd trigger1 = AnimElem = 18 x = 4 [State 3030, 軸位置移動] type = PosAdd trigger1 = AnimElem = 19 x = 4 [State 3030, 軸位置移動] type = PosAdd trigger1 = AnimElem = 20 x = 4 [State 3030, 軸位置移動] type = PosAdd trigger1 = AnimElem = 21 x = 3 [State 3030, 後退り移行] type = ChangeState trigger1 = AnimElem = 29 trigger1 = alive = 1 value = 2000 ;スタングレネード(投擲) [Statedef 20101] type = S movetype = A physics = S ctrl = 0 velset = 0,0 anim = 4100+var(9) sprpriority = 1 [State 10100, 残弾消費] type = VarAdd trigger1 = time = 0 var(2) = -1 [State 10100, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 12 value = 800, 0 [State 10100, 音を鳴らす(グレネードを投げるぞ)] type = PlaySnd trigger1 = AnimElem = 1 value = 400, 13 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 10100, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 anim = 9999 sound = S50, 4 poweradd = -2000 [State 10100, ジョウロを投げるぞ!] type = Helper trigger1 = AnimElem = 13 trigger1 = P2Name="K'"||P3Name ="K'"||P4Name ="K'" id = 10100 name = "sutan" pos = 30,-77 postype = p1 stateno = 10111 ownpal = 1 [State 10100, グレネードを投げるぞ!] type = Helper trigger1 = AnimElem = 13 trigger1 = P2Name!="K'" trigger1 = P3Name!="K'" trigger1 = P4Name!="K'" id = 10100 name = "sutan" pos = 30,-77 postype = p1 stateno = 10101 ownpal = 1 [State 10100, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 15002 ;跳ね起き [Statedef 12121] type = S movetype = A physics = S ctrl = 0 velset = 0,0 poweradd= 0 anim = 2120+var(9) sprpriority = 1 [State 2120, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 2120, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 2120, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 2120, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 8 value = 0, 3 [State 2120, 音を鳴らす(攻撃3)] type = PlaySnd triggerall = AnimElem = 6 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 4 value = 400+var(16), 2 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 2120, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 2120, バキッ!分岐] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 4 Range = 0,5 [State 2120, ヒット定義1P-1] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = C, NA animtype = Medium damage = 62 guardflag = MA pausetime = 12,12 sparkno = s10030 guard.sparkno = s10070 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 2120, ヒット定義1P-2] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = C, NA animtype = Medium damage = 68 guardflag = MA pausetime = 12,12 sparkno = s10031 guard.sparkno = s10070 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 2120, ヒット定義1P-3] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = C, NA animtype = Medium damage = 58 guardflag = MA pausetime = 12,12 sparkno = s10032 guard.sparkno = s10070 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 2120, ヒット定義1P-4] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = C, NA animtype = Medium damage = 72 guardflag = MA pausetime = 12,12 sparkno = s10033 guard.sparkno = s10070 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 2120, ヒット定義1P-5] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = C, NA animtype = Medium damage = 54 guardflag = MA pausetime = 12,12 sparkno = s10032 guard.sparkno = s10070 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 2120, ヒット定義1P-6] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = C, NA animtype = Medium damage = 78 guardflag = MA pausetime = 12,12 sparkno = s10063 guard.sparkno = s10070 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 2120, ヒット定義2P-1] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = C, NA animtype = Medium damage = 62 guardflag = MA pausetime = 12,12 sparkno = s10034 guard.sparkno = s10071 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 2120, ヒット定義2P-2] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = C, NA animtype = Medium damage = 68 guardflag = MA pausetime = 12,12 sparkno = s10035 guard.sparkno = s10071 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 2120, ヒット定義2P-3] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = C, NA animtype = Medium damage = 58 guardflag = MA pausetime = 12,12 sparkno = s10036 guard.sparkno = s10071 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 2120, ヒット定義2P-4] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = C, NA animtype = Medium damage = 72 guardflag = MA pausetime = 12,12 sparkno = s10037 guard.sparkno = s10071 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 2120, ヒット定義2P-5] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = C, NA animtype = Medium damage = 54 guardflag = MA pausetime = 12,12 sparkno = s10036 guard.sparkno = s10071 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 2120, ヒット定義2P-6] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = C, NA animtype = Medium damage = 78 guardflag = MA pausetime = 12,12 sparkno = s10067 guard.sparkno = s10071 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 2120, 軸位置移動] type = PosAdd trigger1 = AnimElem = 9 x = 8 [State 2120, 軸位置移動] type = PosAdd trigger1 = AnimElem = 10 x = 8 [State 2120, 軸位置移動] type = PosAdd trigger1 = AnimElem = 11 x = 8 [State 2120, 軸位置移動] type = PosAdd trigger1 = AnimElem = 12 x = 8 [State 2120, コンボ補正] type = Varset trigger1 = movehit fv = 1 value = fVar(1)*0.8 persistent = 0 ignorehitpause = 1 [State 2120, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 11401 ;スピードアップポーション [Statedef 20001] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 20000 ctrl = 0 sprpriority = 2 [State 20000, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 12 anim = 9999 pos = -5, -55 time = 45 [State 20000, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 9 value = S60, 0 [State 20000, スピードアップ] type = Varset trigger1 = AnimElem = 12 var(9) = 1 [State 20000, 音を鳴らす, スピードアップ] type = PlaySnd trigger1 = AnimElem = 12 value = 700, 10 [State 20000, スピードアップメッセージ1P] type = Explod trigger1 = AnimElem = 12 trigger1 = TeamSide = 1 anim = 10410 ID = 10410 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 supermovetime = -1 [State 20000, スピードアップメッセージ2P] type = Explod trigger1 = AnimElem = 12 trigger1 = TeamSide = 2 anim = 10410 ID = 10410 pos = 180,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 supermovetime = -1 [State 20000, スピードアップアイコン1P] type = Explod trigger1 = AnimElem = 12 trigger1 = TeamSide = 1 anim = 10200 ID = 10200 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.7,0.7 ownpal = 1 removetime = -1 [State 20000, スピードアップアイコン2P] type = Explod trigger1 = AnimElem = 12 trigger1 = TeamSide = 2 anim = 10200 ID = 10210 pos = -23,75 postype = right facing = 1 bindtime = -1 scale = 0.7,0.7 ownpal = 1 removetime = -1 [State -1, ハイスピードポーション];ゲージレベル0 type = ChangeState trigger1 = life < 300 trigger1 = AnimTime = 0 value = 20011 [State 7020, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 250 ;ハイスピードポーション [Statedef 20011] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 20010 ctrl = 0 sprpriority = 2 [State 20010, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 10 anim = 9999 pos = -5, -55 time = 45 [State 20010, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 10 value = S60, 1 [State 20010, ハイスピード] type = Varset trigger1 = AnimElem = 10 var(9) = 2 [State 20010, 音を鳴らす, ハイスピード] type = PlaySnd trigger1 = AnimElem = 10 value = 700, 11 [State 20010, ハイスピードメッセージ1P] type = Explod trigger1 = AnimElem = 10 trigger1 = TeamSide = 1 anim = 10411 ID = 10411 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 supermovetime = -1 [State 20010, ハイスピードメッセージ2P] type = Explod trigger1 = AnimElem = 10 trigger1 = TeamSide = 2 anim = 10411 ID = 10411 pos = 160,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 supermovetime = -1 [State 20010, ハイスピードアイコン1P] type = Explod trigger1 = AnimElem = 10 trigger1 = TeamSide = 1 anim = 10201 ID = 10201 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.7,0.7 ownpal = 1 removetime = -1 [State 20010, ハイスピードアイコン2P] type = Explod trigger1 = AnimElem = 10 trigger1 = TeamSide = 2 anim = 10201 ID = 10211 pos = -23,75 postype = right facing = 1 bindtime = -1 scale = 0.7,0.7 ownpal = 1 removetime = -1 [State 7020, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = p2life < 100 value = 3500 [State 7020, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = power >= 1000 value = 20021 [State 7020, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 11403 ;バーサークポーション [Statedef 20021] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 20020 ctrl = 0 sprpriority = 2 [State 20020, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 12 anim = 9999 pos = -5, -55 sound = S60, 2 time = 60 poweradd = -1000 [State 20020,シェイクシェイク!] type = EnvShake trigger1 = AnimElem = 12 time = 60 ampl = -6 [State 20020, バーサーク] type = Varset trigger1 = AnimElem = 12 var(9) = 3 [State 20020, 音を鳴らす, バーサーク] type = PlaySnd trigger1 = AnimElem = 12 value = 700, 12 [State 20020, バーサークメッセージ1P] type = Explod trigger1 = AnimElem = 12 trigger1 = TeamSide = 1 anim = 10412 ID = 10412 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 supermovetime = -1 [State 20020, バーサークメッセージ2P] type = Explod trigger1 = AnimElem = 12 trigger1 = TeamSide = 2 anim = 10412 ID = 10412 pos = 190,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 supermovetime = -1 [State 20020, バーサークアイコン1P] type = Explod trigger1 = AnimElem = 12 trigger1 = TeamSide = 1 anim = 10202 ID = 10202 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.7,0.7 ownpal = 1 removetime = -1 [State 20020, バーサークアイコン2P] type = Explod trigger1 = AnimElem = 12 trigger1 = TeamSide = 2 anim = 10202 ID = 10212 pos = -23,75 postype = right facing = 1 bindtime = -1 scale = 0.7,0.7 ownpal = 1 removetime = -1 [State 7020, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 11403 ;オンリーマイミュージック [Statedef 20103] type = S ctrl = 0 anim = 29990 velset = 0,0 [State 20100, ラジカセ存在証明] type = Varset trigger1 = 1 var(57) = 1 [State 20100, 音を鳴らす] type = PlaySnd trigger1 = time = 15 value = 60, 6 [State 20100,ラジカセセット] type = Helper trigger1 = time= 0 id = 25005 name = "ラジカセ" pos = 30,0 postype = p1 stateno = 25005 size.xscale = 0.1 size.yscale = 0.1 helpertype = normal ownpal = 1 supermovetime = 999999 pausemovetime = 999999 [State 20100, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;起立キック(特殊行動) [Statedef 12101] type = S movetype = A physics = S ctrl = 0 velset = 0,0 poweradd= 0 anim = 2100+var(9) sprpriority = 1 [State 2100, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 2100, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 2100, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 2100, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 3 value = 0, 0 [State 2100, 音を鳴らす(攻撃1)] type = PlaySnd triggerall = time = 0 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 4 value = 400+var(16), 0 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 2100, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 2100, ピシィ!分岐] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 4 Range = 0,5 [State 2100, ヒット定義1P-1] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = C, NA damage = 29 animtype = Light hitflag = MAFD guardflag = L pausetime = 12,14 sparkno = s10010 guard.sparkno = s10070 sparkxy = -10,-8 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 6 ground.hittime = 10 ground.velocity = -5 air.velocity = -2,-3 down.velocity = -5,0 down.hittime = 20 [State 2100, ヒット定義1P-2] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = C, NA damage = 31 animtype = Light hitflag = MAFD guardflag = L pausetime = 12,14 sparkno = s10011 guard.sparkno = s10070 sparkxy = -10,-8 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 6 ground.hittime = 10 ground.velocity = -5 air.velocity = -2,-3 down.velocity = -5,0 down.hittime = 20 [State 2100, ヒット定義1P-3] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = C, NA damage = 27 animtype = Light hitflag = MAFD guardflag = L pausetime = 12,14 sparkno = s10012 guard.sparkno = s10070 sparkxy = -10,-8 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 6 ground.hittime = 10 ground.velocity = -5 air.velocity = -2,-3 down.velocity = -5,0 down.hittime = 20 [State 2100, ヒット定義1P-4] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = C, NA damage = 33 animtype = Light hitflag = MAFD guardflag = L pausetime = 12,14 sparkno = s10013 guard.sparkno = s10070 sparkxy = -10,-8 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 6 ground.hittime = 10 ground.velocity = -5 air.velocity = -2,-3 down.velocity = -5,0 down.hittime = 20 [State 2100, ヒット定義1P-5] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = C, NA damage = 25 animtype = Light hitflag = MAFD guardflag = L pausetime = 12,14 sparkno = s10012 guard.sparkno = s10070 sparkxy = -10,-8 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 6 ground.hittime = 10 ground.velocity = -5 air.velocity = -2,-3 down.velocity = -5,0 down.hittime = 20 [State 2100, ヒット定義1P-6] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = C, NA damage = 36 animtype = Light hitflag = MAFD guardflag = L pausetime = 12,14 sparkno = s10043 guard.sparkno = s10070 sparkxy = -10,-8 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 6 ground.hittime = 10 ground.velocity = -5 air.velocity = -2,-3 down.velocity = -5,0 down.hittime = 20 [State 2100, ヒット定義2P-1] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = C, NA damage = 29 animtype = Light hitflag = MAFD guardflag = L pausetime = 12,14 sparkno = s10014 guard.sparkno = s10071 sparkxy = -10,-8 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 6 ground.hittime = 10 ground.velocity = -5 air.velocity = -2,-3 down.velocity = -5,0 down.hittime = 20 [State 2100, ヒット定義2P-2] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = C, NA damage = 31 animtype = Light hitflag = MAFD guardflag = L pausetime = 12,14 sparkno = s10015 guard.sparkno = s10071 sparkxy = -10,-8 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 6 ground.hittime = 10 ground.velocity = -5 air.velocity = -2,-3 down.velocity = -5,0 down.hittime = 20 [State 2100, ヒット定義2P-3] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = C, NA damage = 27 animtype = Light hitflag = MAFD guardflag = L pausetime = 12,14 sparkno = s10016 guard.sparkno = s10071 sparkxy = -10,-8 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 6 ground.hittime = 10 ground.velocity = -5 air.velocity = -2,-3 down.velocity = -5,0 down.hittime = 20 [State 2100, ヒット定義2P-4] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = C, NA damage = 33 animtype = Light hitflag = MAFD guardflag = L pausetime = 12,14 sparkno = s10017 guard.sparkno = s10071 sparkxy = -10,-8 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 6 ground.hittime = 10 ground.velocity = -5 air.velocity = -2,-3 down.velocity = -5,0 down.hittime = 20 [State 2100, ヒット定義2P-5] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = C, NA damage = 25 animtype = Light hitflag = MAFD guardflag = L pausetime = 12,14 sparkno = s10016 guard.sparkno = s10071 sparkxy = -10,-8 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 6 ground.hittime = 10 ground.velocity = -5 air.velocity = -2,-3 down.velocity = -5,0 down.hittime = 20 [State 2100, ヒット定義2P-6] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = C, NA damage = 36 animtype = Light hitflag = MAFD guardflag = L pausetime = 12,14 sparkno = s10047 guard.sparkno = s10071 sparkxy = -10,-8 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 6 ground.hittime = 10 ground.velocity = -5 air.velocity = -2,-3 down.velocity = -5,0 down.hittime = 20 [State 2100, 軸位置移動] type = PosAdd trigger1 = AnimElem = 1 x = 8 [State 2100, 軸位置移動] type = PosAdd trigger1 = AnimElem = 2 x = 8 [State 2100, 軸位置移動] type = PosAdd trigger1 = AnimElem = 3 x = 8 [State 2100, 軸位置移動] type = PosAdd trigger1 = AnimElem = 4 x = 8 [State 2100, 軸位置移動] type = PosAdd trigger1 = AnimElem = 5 x = 8 [State 2100, ダウン移行] type = statetypeset trigger1 = AnimElem = 10 statetype = L [State 2100, ダウン移行制限] type = statetypeset trigger1 = AnimElem = 14 statetype = S [State 2100, 後退り移行] type = ChangeState trigger1 = AnimElem = 10 trigger1 = RoundState = 2 trigger1 = alive = 1 value = 2000 [State 2100, コンボ補正] type = Varset trigger1 = movehit fv = 1 value = fVar(1)*0.8 persistent = 0 ignorehitpause = 1 [State 2100, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;時間稼ぎ [Statedef 17004] type = S movetype = I physics = S ctrl = 0 anim = 0 velset = 0,0 sprpriority = 2 [State 7020, ステート変更] type = ChangeState trigger1 = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない trigger1 = p2movetype = A value = 6000 [State 7020, ステート変更] type = ChangeState trigger1 = time = 10 trigger1 = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない value = 6000 [State 7020, ステート変更] type = ChangeState trigger1 = time = 10 value = 2500 ;ダッシュキック [Statedef 13021] type = S movetype= A physics = S juggle = 4 poweradd= 40 velset = 0,0 anim = 3020+var(9) ctrl = 0 sprpriority = 2 [State 3020, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 3020, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 3020, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 3020, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 4 value = 0, 3 [State 3020, 音を鳴らす(攻撃1)] type = PlaySnd triggerall = time = 0 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 4 value = 400+var(16), 0 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 3020, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 3020, バキッ!分岐] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 4 Range = 0,5 [State 3020, ヒット定義1P-1] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = S, NA animtype = Hard damage = 55 priority = 5 guardflag = MA pausetime = 15,20 sparkxy = -10,-60 sparkno = s10030 guard.sparkno = s10070 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4,0 air.velocity = -4,-3 fall = 0 [State 3020, ヒット定義1P-2] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = S, NA animtype = Hard damage = 61 priority = 5 guardflag = MA pausetime = 15,20 sparkxy = -10,-60 sparkno = s10031 guard.sparkno = s10070 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4,0 air.velocity = -4,-3 fall = 0 [State 3020, ヒット定義1P-3] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = S, NA animtype = Hard damage = 52 priority = 5 guardflag = MA pausetime = 15,20 sparkxy = -10,-60 sparkno = s10032 guard.sparkno = s10070 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4,0 air.velocity = -4,-3 fall = 0 [State 3020, ヒット定義1P-4] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = S, NA animtype = Hard damage = 64 priority = 5 guardflag = MA pausetime = 15,20 sparkxy = -10,-60 sparkno = s10033 guard.sparkno = s10070 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4,0 air.velocity = -4,-3 fall = 0 [State 3020, ヒット定義1P-5] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = S, NA animtype = Hard damage = 48 priority = 5 guardflag = MA pausetime = 15,20 sparkxy = -10,-60 sparkno = s10032 guard.sparkno = s10070 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4,0 air.velocity = -4,-3 fall = 0 [State 3020, ヒット定義1P-6] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = S, NA animtype = Hard damage = 70 priority = 5 guardflag = MA pausetime = 15,20 sparkxy = -10,-60 sparkno = s10063 guard.sparkno = s10070 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4,0 air.velocity = -4,-3 fall = 0 [State 3020, ヒット定義2P-1] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = S, NA animtype = Hard damage = 55 priority = 5 guardflag = MA pausetime = 15,20 sparkxy = -10,-60 sparkno = s10034 guard.sparkno = s10071 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4,0 air.velocity = -4,-3 fall = 0 [State 3020, ヒット定義2P-2] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = S, NA animtype = Hard damage = 61 priority = 5 guardflag = MA pausetime = 15,20 sparkxy = -10,-60 sparkno = s10035 guard.sparkno = s10071 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4,0 air.velocity = -4,-3 fall = 0 [State 3020, ヒット定義2P-3] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = S, NA animtype = Hard damage = 52 priority = 5 guardflag = MA pausetime = 15,20 sparkxy = -10,-60 sparkno = s10036 guard.sparkno = s10071 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4,0 air.velocity = -4,-3 fall = 0 [State 3020, ヒット定義2P-4] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = S, NA animtype = Hard damage = 64 priority = 5 guardflag = MA pausetime = 15,20 sparkxy = -10,-60 sparkno = s10037 guard.sparkno = s10071 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4,0 air.velocity = -4,-3 fall = 0 [State 3020, ヒット定義2P-5] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = S, NA animtype = Hard damage = 48 priority = 5 guardflag = MA pausetime = 15,20 sparkxy = -10,-60 sparkno = s10036 guard.sparkno = s10071 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4,0 air.velocity = -4,-3 fall = 0 [State 3020, ヒット定義2P-6] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = S, NA animtype = Hard damage = 70 priority = 5 guardflag = MA pausetime = 15,20 sparkxy = -10,-60 sparkno = s10067 guard.sparkno = s10071 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4,0 air.velocity = -4,-3 fall = 0 [State 3020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 1 x = 7 [State 3020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 2 x = 7 [State 3020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 3 x = 7 [State 3020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 4 x = 7 [State 3020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 5 x = 7 [State 3020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 6 x = 7 [State 3020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 7 x = 7 [State 3020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 8 x = 7 [State 3020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 9 x = 7 [State 3020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 10 x = 7 [State 3020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 11 x = 7 [State 3020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 12 x = 7 [State 3020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 13 x = 7 [State 3020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 20 x = 35 [State 1000, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = p2stateno = [150,190] trigger1 = power >= 2000 trigger1 = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない trigger1 = p2bodydist X = [-10,30] value = 6000 [State 1000, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない trigger1 = p2bodydist X = [-10,30] value = 11401 [State 3020, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;起立パンチ(特殊行動) [Statedef 12151] type = S movetype = A physics = S ctrl = 0 velset = 0,0 poweradd= 0 anim = 2150+var(9) sprpriority = 1 [State 2150, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 2150, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 2150, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 2150, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 11 value = 0, 3 [State 200, 音を鳴らす(攻撃5)] type = PlaySnd triggerall = AnimElem = 9 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 4 value = 400+var(16), 4 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 2150, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 2150, ドカッ!分岐] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 4 Range = 0,5 [State 2150, ヒット定義1P-1] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = C, NA animtype = Medium damage = 67 guardflag = MA pausetime = 12,12 sparkno = s10020 guard.sparkno = s10070 sparkxy = -10,-50 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 2150, ヒット定義1P-2] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = C, NA animtype = Medium damage = 73 guardflag = MA pausetime = 12,12 sparkno = s10021 guard.sparkno = s10070 sparkxy = -10,-50 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 2150, ヒット定義1P-3] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = C, NA animtype = Medium damage = 63 guardflag = MA pausetime = 12,12 sparkno = s10022 guard.sparkno = s10070 sparkxy = -10,-50 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 2150, ヒット定義1P-4] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = C, NA animtype = Medium damage = 77 guardflag = MA pausetime = 12,12 sparkno = s10023 guard.sparkno = s10070 sparkxy = -10,-50 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 2150, ヒット定義1P-5] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = C, NA animtype = Medium damage = 58 guardflag = MA pausetime = 12,12 sparkno = s10022 guard.sparkno = s10070 sparkxy = -10,-50 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 2150, ヒット定義1P-6] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = C, NA animtype = Medium damage = 84 guardflag = MA pausetime = 12,12 sparkno = s10053 guard.sparkno = s10070 sparkxy = -10,-50 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 2150, ヒット定義2P-1] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = C, NA animtype = Medium damage = 67 guardflag = MA pausetime = 12,12 sparkno = s10024 guard.sparkno = s10071 sparkxy = -10,-50 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 2150, ヒット定義2P-2] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = C, NA animtype = Medium damage = 73 guardflag = MA pausetime = 12,12 sparkno = s10025 guard.sparkno = s10071 sparkxy = -10,-50 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 2150, ヒット定義2P-3] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = C, NA animtype = Medium damage = 63 guardflag = MA pausetime = 12,12 sparkno = s10026 guard.sparkno = s10071 sparkxy = -10,-50 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 2150, ヒット定義2P-4] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = C, NA animtype = Medium damage = 77 guardflag = MA pausetime = 12,12 sparkno = s10027 guard.sparkno = s10071 sparkxy = -10,-50 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 2150, ヒット定義2P-5] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = C, NA animtype = Medium damage = 58 guardflag = MA pausetime = 12,12 sparkno = s10026 guard.sparkno = s10071 sparkxy = -10,-50 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 2150, ヒット定義2P-6] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = C, NA animtype = Medium damage = 84 guardflag = MA pausetime = 12,12 sparkno = s10057 guard.sparkno = s10071 sparkxy = -10,-50 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -3 air.velocity = -2.5,-4 [State 2150, コンボ補正] type = Varset trigger1 = movehit fv = 1 value = fVar(1)*0.8 persistent = 0 ignorehitpause = 1 [State 2150, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 12201 ;投石 [Statedef 11301] type = S movetype= A physics = S poweradd= 50 velset = 0,0 anim = 1300+var(9) ctrl = 0 sprpriority = 2 [State 1300, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 1300, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = Facing = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1300, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1300, 変数] type = VarSet trigger1 = Time = 0 v = 5 value = (command = "y") [State 1300, 物理的なキャラの幅] type = Width trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(10) < 0) player = 30,0 edge = 48,0 [State 1300, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 4 value = 800, 0 [State 1300, 音を鳴らす(攻撃1)] type = PlaySnd triggerall = time = 0 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 4 value = 400+var(16), 0 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 1300, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 1300, ドカッ!分岐] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 4 Range = 0,5 [State 1300, 石1P-1] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = S, SP damage = 61, 6 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 75,-77 velocity = ceil(4+var(5)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10080 guard.sparkno = s10070 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1300, 石1P-2] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = S, SP damage = 69, 6 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 75,-77 velocity = ceil(4+var(5)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10081 guard.sparkno = s10070 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1300, 石1P-3] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = S, SP damage = 58, 5 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 75,-77 velocity = ceil(5+var(5)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10082 guard.sparkno = s10070 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1300, 石1P-4] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = S, SP damage = 72, 7 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 75,-77 velocity = ceil(5+var(5)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10083 guard.sparkno = s10070 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1300, 石1P-5] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = S, SP damage = 54, 5 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 75,-77 velocity = ceil(6+var(5)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10082 guard.sparkno = s10070 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1300, 石1P-6] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = S, SP damage = 78, 7 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 75,-77 velocity = ceil(6+var(5)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10088 guard.sparkno = s10070 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1300, 石2P-1] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = S, SP damage = 61, 6 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 75,-77 velocity = ceil(4+var(5)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10084 guard.sparkno = s10071 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1300, 石2P-2] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = S, SP damage = 69, 6 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 75,-77 velocity = ceil(4+var(5)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10085 guard.sparkno = s10071 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1300, 石2P-3] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = S, SP damage = 58, 5 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 75,-77 velocity = ceil(5+var(5)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10086 guard.sparkno = s10071 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1300, 石2P-4] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = S, SP damage = 72, 7 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 75,-77 velocity = ceil(5+var(5)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10087 guard.sparkno = s10071 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1300, 石2P-5] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = S, SP damage = 54, 5 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 75,-77 velocity = ceil(6+var(5)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10086 guard.sparkno = s10071 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1300, 石2P-6] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = S, SP damage = 78, 7 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 75,-77 velocity = ceil(6+var(5)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10089 guard.sparkno = s10071 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State -1, ジャンプ] type = ChangeState trigger1 = AnimTime = 0 trigger1 = statetype != A trigger1 = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない trigger1 = p2movetype != A trigger1 = p2bodydist X = [100,150] value = 15004 [State -1, ジャンプ] type = ChangeState trigger1 = AnimTime = 0 trigger1 = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない trigger1 = statetype != A trigger1 = p2movetype != A trigger1 = p2bodydist X = [150,500] value = 15007 [State 1300, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;投石 [Statedef 11302] type = S movetype= A physics = S poweradd= 50 velset = 0,0 anim = 1300+var(9) ctrl = 0 sprpriority = 2 [State 1300, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 1300, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = Facing = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1300, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1300, 変数] type = VarSet trigger1 = Time = 0 v = 5 value = (command = "y") [State 1300, 物理的なキャラの幅] type = Width trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(10) < 0) player = 30,0 edge = 48,0 [State 1300, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 4 value = 800, 0 [State 1300, 音を鳴らす(攻撃1)] type = PlaySnd triggerall = time = 0 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 4 value = 400+var(16), 0 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 1300, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 1300, ドカッ!分岐] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 4 Range = 0,5 [State 1300, 石1P-1] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = S, SP damage = 61, 6 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 75,-77 velocity = 4,2 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10080 guard.sparkno = s10070 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1300, 石1P-2] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = S, SP damage = 69, 6 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 75,-77 velocity = 4,2 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10081 guard.sparkno = s10070 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1300, 石1P-3] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = S, SP damage = 58, 5 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 75,-77 velocity = 4,2 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10082 guard.sparkno = s10070 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1300, 石1P-4] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = S, SP damage = 72, 7 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 75,-77 velocity = 4,2 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10083 guard.sparkno = s10070 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1300, 石1P-5] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = S, SP damage = 54, 5 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 75,-77 velocity = 4,2 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10082 guard.sparkno = s10070 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1300, 石1P-6] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = S, SP damage = 78, 7 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 75,-77 velocity = 4,2 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10088 guard.sparkno = s10070 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1300, 石2P-1] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = S, SP damage = 61, 6 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 75,-77 velocity = 4,2 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10084 guard.sparkno = s10071 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1300, 石2P-2] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = S, SP damage = 69, 6 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 75,-77 velocity = 4,2 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10085 guard.sparkno = s10071 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1300, 石2P-3] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = S, SP damage = 58, 5 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 75,-77 velocity = 4,2 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10086 guard.sparkno = s10071 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1300, 石2P-4] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = S, SP damage = 72, 7 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 75,-77 velocity = 4,2 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10087 guard.sparkno = s10071 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1300, 石2P-5] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = S, SP damage = 54, 5 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 75,-77 velocity = 4,2 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10086 guard.sparkno = s10071 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1300, 石2P-6] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = S, SP damage = 78, 7 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 75,-77 velocity = 4,2 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10089 guard.sparkno = s10071 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State -1, ジャンプ] type = ChangeState trigger1 = AnimTime = 0 trigger1 = statetype != A trigger1 = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない trigger1 = p2movetype != A trigger1 = p2bodydist X = [100,150] value = 15004 [State -1, ジャンプ] type = ChangeState trigger1 = AnimTime = 0 trigger1 = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない trigger1 = statetype != A trigger1 = p2movetype != A trigger1 = p2bodydist X = [150,500] value = 15007 [State 1300, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;エア鈍器(殴打) [Statedef 17011] type = A movetype= A physics = A juggle = 2 poweradd= 65 ctrl = 0 anim = 1700+var(9) sprpriority = 2 [State 1700, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 1750, 打ち返す!] type = HitOverride trigger1 = 1 attr = SA, NP, SP, HP forceair = 1 stateno = 1755 [State 1700, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1700, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1700, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 4 value = 0, 3 [State 1700, 音を鳴らす(攻撃6)] type = PlaySnd triggerall = AnimElem = 4 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 5 value = 400+var(16), 5 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 1700, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 1700, ドカッ!分岐] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 4 Range = 0,5 [State 1700, ヒット定義1P-1] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = A, NA damage = 95, 10 guardflag = HA priority = 4 pausetime = 20,20 sparkno = s10180 guard.sparkno = s10070 sparkxy = -10,-55 hitsound = S20,4 guardsound = S20,4 animtype = Med ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -5,-2 air.velocity = -7,-5 fall.recover = 0 [State 1700, ヒット定義1P-2] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = A, NA damage = 105, 11 guardflag = HA priority = 4 pausetime = 20,20 sparkno = s10181 guard.sparkno = s10070 sparkxy = -10,-55 hitsound = S20,4 guardsound = S20,4 animtype = Med ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -5,-2 air.velocity = -7,-5 fall.recover = 0 [State 1700, ヒット定義1P-3] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = A, NA damage = 90, 9 guardflag = HA priority = 4 pausetime = 20,20 sparkno = s10182 guard.sparkno = s10070 sparkxy = -10,-55 hitsound = S20,4 guardsound = S20,4 animtype = Med ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -5,-2 air.velocity = -7,-5 fall.recover = 0 [State 1700, ヒット定義1P-4] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = A, NA damage = 110, 11 guardflag = HA priority = 4 pausetime = 20,20 sparkno = s10183 guard.sparkno = s10070 sparkxy = -10,-55 hitsound = S20,4 guardsound = S20,4 animtype = Med ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -5,-2 air.velocity = -7,-5 fall.recover = 0 [State 1700, ヒット定義1P-5] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = A, NA damage = 80, 8 guardflag = HA priority = 4 pausetime = 20,20 sparkno = s10182 guard.sparkno = s10070 sparkxy = -10,-55 hitsound = S20,4 guardsound = S20,4 animtype = Med ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -5,-2 air.velocity = -7,-5 fall.recover = 0 [State 1700, ヒット定義1P-6] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = A, NA damage = 120, 12 guardflag = HA priority = 4 pausetime = 20,20 sparkno = s10188 guard.sparkno = s10070 sparkxy = -10,-55 hitsound = S20,4 guardsound = S20,4 animtype = Med ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -5,-2 air.velocity = -7,-5 fall.recover = 0 [State 1700, ヒット定義2P-1] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = A, NA damage = 95, 10 guardflag = HA priority = 4 pausetime = 20,20 sparkno = s10184 guard.sparkno = s10071 sparkxy = -10,-55 hitsound = S20,4 guardsound = S20,4 animtype = Med ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -5,-2 air.velocity = -7,-5 fall.recover = 0 [State 1700, ヒット定義2P-2] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = A, NA damage = 105, 11 guardflag = HA priority = 4 pausetime = 20,20 sparkno = s10185 guard.sparkno = s10071 sparkxy = -10,-55 hitsound = S20,4 guardsound = S20,4 animtype = Med ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -5,-2 air.velocity = -7,-5 fall.recover = 0 [State 1700, ヒット定義2P-3] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = A, NA damage = 90, 9 guardflag = HA priority = 4 pausetime = 20,20 sparkno = s10186 guard.sparkno = s10071 sparkxy = -10,-55 hitsound = S20,4 guardsound = S20,4 animtype = Med ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -5,-2 air.velocity = -7,-5 fall.recover = 0 [State 1700, ヒット定義2P-4] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = A, NA damage = 110, 11 guardflag = HA priority = 4 pausetime = 20,20 sparkno = s10187 guard.sparkno = s10071 sparkxy = -10,-55 hitsound = S20,4 guardsound = S20,4 animtype = Med ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -5,-2 air.velocity = -7,-5 fall.recover = 0 [State 1700, ヒット定義2P-5] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = A, NA damage = 80, 8 guardflag = HA priority = 4 pausetime = 20,20 sparkno = s10186 guard.sparkno = s10071 sparkxy = -10,-55 hitsound = S20,4 guardsound = S20,4 animtype = Med ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -5,-2 air.velocity = -7,-5 fall.recover = 0 [State 1700, ヒット定義2P-6] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = A, NA damage = 120, 12 guardflag = HA priority = 4 pausetime = 20,20 sparkno = s10189 guard.sparkno = s10071 sparkxy = -10,-55 hitsound = S20,4 guardsound = S20,4 animtype = Med ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -5,-2 air.velocity = -7,-5 fall.recover = 0 ;残像拳(分岐) [Statedef 24001] type = S ctrl = 0 [State 4000, レッツポージング1] Type = VarRandom Trigger1 = Time = 0 Trigger1 = var(8) = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 10 Range = 0,8 [State 4000, レッツポージング2] Type = VarRandom Trigger1 = Time = 0 Trigger1 = var(8) = 1 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 10 Range = 1,8 [State 4000, レッツポージング3] Type = VarRandom Trigger1 = Time = 0 Trigger1 = var(8) = 2 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 10 Range = 2,8 [State 4000, レッツポージング4] Type = VarRandom Trigger1 = Time = 0 Trigger1 = var(8) = 3 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 10 Range = 3,8 [State 4000, レッツポージング5] Type = VarRandom Trigger1 = Time = 0 Trigger1 = var(8) = 4 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 10 Range = 4,8 [State 4000, レッツポージング6] Type = VarRandom Trigger1 = Time = 0 Trigger1 = var(8) = 5 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 10 Range = 5,8 [State 4000, レッツポージング7] Type = VarRandom Trigger1 = Time = 0 Trigger1 = var(8) = 6 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 10 Range = 6,8 [State 4000, レッツポージング8] Type = VarRandom Trigger1 = Time = 0 Trigger1 = var(8) = 7 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 10 Range = 7,8 [State 4000, 11・12P時における雌豹を引かないポージング] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo = 11 trigger2 = PalNo = 12 V = 10 Range = 0,7 [State 4000] type = ChangeState trigger1 = var(10) = 0 value = 24009 [State 4000] type = ChangeState trigger1 = var(10) = 1 value = 24011 [State 4000] type = ChangeState trigger1 = var(10) = 2 value = 24002 [State 4000] type = ChangeState trigger1 = var(10) = 3 value = 24003 [State 4000] type = ChangeState trigger1 = var(10) = 4 value = 24004 [State 4000] type = ChangeState trigger1 = var(10) = 5 value = 24005 [State 4000] type = ChangeState trigger1 = var(10) = 6 value = 24006 [State 4000] type = ChangeState trigger1 = var(10) = 8 value = 24007 [State 4000] type = ChangeState trigger1 = var(10) = 7 value = 24008 ;残像拳(0) [Statedef 24009] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 4000 ctrl = 0 sprpriority = 2 [State 4009, 音を鳴らす(より艶やかに)] type = PlaySnd trigger1 = time = 0 value = 600, 5 ;channel = 13 freqmul = 1+FVar(39) volume = 255 [State 4009, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 0 anim = 9999 pos = -5, -55 sound = S50, 4 poweradd = -1000 p2defmul = 1 [State 4009, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 1 anim = 9999 pos = -5, -55 sound = S50, 4 p2defmul = 1 [State 4009, 残像] type = AfterImage trigger1 = AnimElem = 1 time = 2 paladd = 40,60,100 timegap = 3 [State 4009, 残像表示時間] type = AfterImageTime trigger1 = 1 time = 500 [State 4009, 補正切り] type = VarSet trigger1 = time = 0 fvar(1) = 1 [State 4009, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = FrontEdgeDist < 50 value = 15013 [State 4009, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 15005 ;残像拳(1) [Statedef 24011] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 4001 ctrl = 0 sprpriority = 2 [State 4001, 音を鳴らす(より艶やかに)] type = PlaySnd trigger1 = time = 0 value = 600, 5 ;channel = 13 freqmul = 1+FVar(39) volume = 255 [State 4001, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 0 pos = -5, -55 anim = 9999 sound = S50, 4 poweradd = -1000 p2defmul = 1 [State 4001, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 1 pos = -5, -55 anim = 9999 sound = S50, 4 p2defmul = 1 [State 4001, 残像] type = AfterImage trigger1 = AnimElem = 1 time = 2 timegap = 2 framegap = 2 trans = add [State 4001, 残像表示時間] type = AfterImageTime trigger1 = 1 time = 500 [State 4001, 補正切り] type = VarSet trigger1 = time = 0 fvar(1) = 1 [State 4009, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = FrontEdgeDist < 50 value = 15013 [State 4001, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 15005 ;残像拳(2) [Statedef 24002] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 4002 ctrl = 0 sprpriority = 2 [State 4002, 音を鳴らす(より艶やかに)] type = PlaySnd trigger1 = time = 0 value = 600, 5 ;channel = 13 freqmul = 1+FVar(39) volume = 255 [State 4002, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 0 pos = -5, -55 anim = 9999 sound = S50, 4 poweradd = -1000 [State 4002, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 1 pos = -5, -55 anim = 9999 sound = S50, 4 [State 4002, 残像] type = AfterImage trigger1 = AnimElem = 1 palbright = 25,100,0 time = 2 timegap = 3 [State 4002, 残像表示時間] type = AfterImageTime trigger1 = 1 time = 500 [State 4002, 補正切り] type = VarSet trigger1 = time = 0 fvar(1) = 1 [State 4009, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = FrontEdgeDist < 50 value = 15013 [State 4002, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 15005 ;残像拳(3) [Statedef 24003] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 4003 ctrl = 0 sprpriority = 2 [State 4003, 音を鳴らす(より艶やかに)] type = PlaySnd trigger1 = time = 0 value = 600, 5 ;channel = 13 freqmul = 1+FVar(39) volume = 255 [State 4003, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 0 pos = -5, -55 anim = 9999 sound = S50, 4 poweradd = -1000 [State 4003, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 1 pos = -5, -55 anim = 9999 sound = S50, 4 [State 4003, 残像] type = AfterImage trigger1 = AnimElem = 1 palbright = 0,255,0 time = 2 framegap = 10 [State 4003, 残像表示時間] type = AfterImageTime trigger1 = 1 time = 500 [State 4003, 補正切り] type = VarSet trigger1 = time = 0 fvar(1) = 1 [State 4009, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = FrontEdgeDist < 50 value = 15013 [State 4003, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 15005 ;残像拳(4) [Statedef 24004] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 4004 ctrl = 0 sprpriority = 2 [State 4004, 音を鳴らす(より艶やかに)] type = PlaySnd trigger1 = time = 0 value = 600, 5 ;channel = 13 freqmul = 1+FVar(39) volume = 255 [State 4004, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 0 pos = -5, -55 anim = 9999 sound = S50, 4 poweradd = -1000 [State 4004, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 1 pos = -5, -55 anim = 9999 sound = S50, 4 [State 4004, 残像] type = AfterImage trigger1 = AnimElem = 1 palbright = 0,0,0 time = 2 paladd = 255,255,255 [State 4004, 残像表示時間] type = AfterImageTime trigger1 = 1 time = 500 [State 4004, 補正切り] type = VarSet trigger1 = time = 0 fvar(1) = 1 [State 4009, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = FrontEdgeDist < 50 value = 15013 [State 4004, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 15005 ;残像拳(5) [Statedef 24005] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 4005 ctrl = 0 sprpriority = 2 [State 4005, 音を鳴らす(より艶やかに)] type = PlaySnd trigger1 = time = 0 value = 600, 5 ;channel = 13 freqmul = 1+FVar(39) volume = 255 [State 4005, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 0 pos = -5, -55 anim = 9999 sound = S50, 4 poweradd = -1000 [State 4005, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 1 pos = -5, -55 anim = 9999 sound = S50, 4 [State 4005, 残像] type = AfterImage trigger1 = AnimElem = 1 palbright = 0,0,0 paladd = 0,0,0 time = 2 framegap = 4 palcolor = 0 length = 60 [State 4005, 残像表示時間] type = AfterImageTime trigger1 = 1 time = 500 [State 4005, 補正切り] type = VarSet trigger1 = time = 0 fvar(1) = 1 [State 4009, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = FrontEdgeDist < 50 value = 15013 [State 4005, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 15005 ;残像拳(6) [Statedef 24006] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 4006 ctrl = 0 sprpriority = 2 [State 4006, 音を鳴らす(より艶やかに)] type = PlaySnd trigger1 = time = 0 value = 600, 5 ;channel = 13 freqmul = 1+FVar(39) volume = 255 [State 4006, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 0 pos = -5, -55 anim = 9999 sound = S50, 4 poweradd = -1000 [State 4006, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 1 pos = -5, -55 anim = 9999 sound = S50, 4 [State 4006, 残像] type = AfterImage trigger1 = AnimElem = 1 palbright = 0,125,0 time = 2 trans = sub [State 4006, 残像表示時間] type = AfterImageTime trigger1 = 1 time = 500 [State 4006, 補正切り] type = VarSet trigger1 = time = 0 fvar(1) = 1 [State 4009, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = FrontEdgeDist < 50 value = 15013 [State 4006, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 15005 ;残像拳(7) [Statedef 24007] type = S movetype= H physics = S juggle = 4 velset = 0,0 anim = 4007 ctrl = 0 sprpriority = 2 [State 4007, 音を鳴らす(より艶やかに)] type = PlaySnd trigger1 = time = 0 value = 600, 5 ;channel = 13 freqmul = 1+FVar(39) volume = 255 [State 4007, 呪われし目豹のポーズフレーム] type = RemoveExplod trigger1 = time = 0 var(4) = 5 ID = 4763 [State 4007, 呪われし目豹のポーズグラス] type = RemoveExplod trigger1 = time = 0 ID = 4764 [State 4007, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 0 pos = -5, -55 anim = 9999 sound = S50, 4 poweradd = -1000 [State 4007, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 1 pos = -5, -55 anim = 9999 sound = S50, 4 [State 4007, 残像] type = AfterImage trigger1 = AnimElem = 1 time = 2 palcontrast = 255,0,0 [State 4007, 残像表示時間] type = AfterImageTime trigger1 = 1 time = 500 [State 4007, 補正切り] type = VarSet trigger1 = time = 0 fvar(1) = 1 [State 4009, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = FrontEdgeDist < 50 value = 250 [State 4007, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 15005 ;残像拳(8) [Statedef 24008] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 4008 ctrl = 0 sprpriority = 2 [State 4009, 音を鳴らす(より艶やかに)] type = PlaySnd trigger1 = time = 0 value = 600, 5 ;channel = 13 freqmul = 1+FVar(39) volume = 255 [State 4008, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 0 pos = -5, -55 anim = 9999 sound = S50, 4 poweradd = -1000 [State 4008, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 1 pos = -5, -55 anim = 9999 sound = S50, 4 [State 4008, 残像] type = AfterImage trigger1 = AnimElem = 1 palbright = 255,255,255 time = 2 framegap = 4 [State 4008, 残像表示時間] type = AfterImageTime trigger1 = 1 time = 500 [State 4008, 補正切り] type = VarSet trigger1 = time = 0 fvar(1) = 1 [State 4009, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = FrontEdgeDist < 50 value = 15013 [State 4008, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 15005 ;残像拳(分岐) [Statedef 34021] type = S ctrl = 0 [State 4000, レッツポージング1] Type = VarRandom Trigger1 = Time = 0 Trigger1 = var(8) = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 10 Range = 0,8 [State 4000, レッツポージング2] Type = VarRandom Trigger1 = Time = 0 Trigger1 = var(8) = 1 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 10 Range = 1,8 [State 4000, レッツポージング3] Type = VarRandom Trigger1 = Time = 0 Trigger1 = var(8) = 2 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 10 Range = 2,8 [State 4000, レッツポージング4] Type = VarRandom Trigger1 = Time = 0 Trigger1 = var(8) = 3 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 10 Range = 3,8 [State 4000, レッツポージング5] Type = VarRandom Trigger1 = Time = 0 Trigger1 = var(8) = 4 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 10 Range = 4,8 [State 4000, レッツポージング6] Type = VarRandom Trigger1 = Time = 0 Trigger1 = var(8) = 5 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 10 Range = 5,8 [State 4000, レッツポージング7] Type = VarRandom Trigger1 = Time = 0 Trigger1 = var(8) = 6 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 10 Range = 6,8 [State 4000, レッツポージング8] Type = VarRandom Trigger1 = Time = 0 Trigger1 = var(8) = 7 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 10 Range = 7,8 [State 4000, 11・12P時における雌豹を引かないポージング] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo = 11 trigger2 = PalNo = 12 V = 10 Range = 0,7 [State 4000] type = ChangeState trigger1 = var(10) = 0 value = 34009 [State 4000] type = ChangeState trigger1 = var(10) = 1 value = 34011 [State 4000] type = ChangeState trigger1 = var(10) = 2 value = 34002 [State 4000] type = ChangeState trigger1 = var(10) = 3 value = 34003 [State 4000] type = ChangeState trigger1 = var(10) = 4 value = 34004 [State 4000] type = ChangeState trigger1 = var(10) = 5 value = 34005 [State 4000] type = ChangeState trigger1 = var(10) = 6 value = 34006 [State 4000] type = ChangeState trigger1 = var(10) = 8 value = 34007 [State 4000] type = ChangeState trigger1 = var(10) = 7 value = 34008 ;残像拳(0) [Statedef 34009] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 4000 ctrl = 0 sprpriority = 2 [State 4009, 音を鳴らす(より艶やかに)] type = PlaySnd trigger1 = time = 0 value = 600, 5 ;channel = 13 freqmul = 1+FVar(39) volume = 255 [State 4009, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 0 anim = 9999 pos = -5, -55 sound = S50, 4 poweradd = -1000 p2defmul = 1 [State 4009, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 1 anim = 9999 pos = -5, -55 sound = S50, 4 p2defmul = 1 [State 4009, 残像] type = AfterImage trigger1 = AnimElem = 1 time = 2 paladd = 40,60,100 timegap = 3 [State 4009, 残像表示時間] type = AfterImageTime trigger1 = 1 time = 500 [State 4009, 補正切り] type = VarSet trigger1 = time = 0 fvar(1) = 1 [State 4008, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 31403 ;残像拳(1) [Statedef 34011] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 4001 ctrl = 0 sprpriority = 2 [State 4001, 音を鳴らす(より艶やかに)] type = PlaySnd trigger1 = time = 0 value = 600, 5 ;channel = 13 freqmul = 1+FVar(39) volume = 255 [State 4001, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 0 pos = -5, -55 anim = 9999 sound = S50, 4 poweradd = -1000 p2defmul = 1 [State 4001, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 1 pos = -5, -55 anim = 9999 sound = S50, 4 p2defmul = 1 [State 4001, 残像] type = AfterImage trigger1 = AnimElem = 1 time = 2 timegap = 2 framegap = 2 trans = add [State 4001, 残像表示時間] type = AfterImageTime trigger1 = 1 time = 500 [State 4001, 補正切り] type = VarSet trigger1 = time = 0 fvar(1) = 1 [State 4008, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 31403 ;残像拳(2) [Statedef 34002] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 4002 ctrl = 0 sprpriority = 2 [State 4002, 音を鳴らす(より艶やかに)] type = PlaySnd trigger1 = time = 0 value = 600, 5 ;channel = 13 freqmul = 1+FVar(39) volume = 255 [State 4002, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 0 pos = -5, -55 anim = 9999 sound = S50, 4 poweradd = -1000 [State 4002, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 1 pos = -5, -55 anim = 9999 sound = S50, 4 [State 4002, 残像] type = AfterImage trigger1 = AnimElem = 1 palbright = 25,100,0 time = 2 timegap = 3 [State 4002, 残像表示時間] type = AfterImageTime trigger1 = 1 time = 500 [State 4002, 補正切り] type = VarSet trigger1 = time = 0 fvar(1) = 1 [State 4008, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 31403 ;残像拳(3) [Statedef 34003] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 4003 ctrl = 0 sprpriority = 2 [State 4003, 音を鳴らす(より艶やかに)] type = PlaySnd trigger1 = time = 0 value = 600, 5 ;channel = 13 freqmul = 1+FVar(39) volume = 255 [State 4003, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 0 pos = -5, -55 anim = 9999 sound = S50, 4 poweradd = -1000 [State 4003, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 1 pos = -5, -55 anim = 9999 sound = S50, 4 [State 4003, 残像] type = AfterImage trigger1 = AnimElem = 1 palbright = 0,255,0 time = 2 framegap = 10 [State 4003, 残像表示時間] type = AfterImageTime trigger1 = 1 time = 500 [State 4003, 補正切り] type = VarSet trigger1 = time = 0 fvar(1) = 1 [State 4008, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 31403 ;残像拳(4) [Statedef 34004] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 4004 ctrl = 0 sprpriority = 2 [State 4004, 音を鳴らす(より艶やかに)] type = PlaySnd trigger1 = time = 0 value = 600, 5 ;channel = 13 freqmul = 1+FVar(39) volume = 255 [State 4004, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 0 pos = -5, -55 anim = 9999 sound = S50, 4 poweradd = -1000 [State 4004, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 1 pos = -5, -55 anim = 9999 sound = S50, 4 [State 4004, 残像] type = AfterImage trigger1 = AnimElem = 1 palbright = 0,0,0 time = 2 paladd = 255,255,255 [State 4004, 残像表示時間] type = AfterImageTime trigger1 = 1 time = 500 [State 4004, 補正切り] type = VarSet trigger1 = time = 0 fvar(1) = 1 [State 4008, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 31403 ;残像拳(5) [Statedef 34005] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 4005 ctrl = 0 sprpriority = 2 [State 4005, 音を鳴らす(より艶やかに)] type = PlaySnd trigger1 = time = 0 value = 600, 5 ;channel = 13 freqmul = 1+FVar(39) volume = 255 [State 4005, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 0 pos = -5, -55 anim = 9999 sound = S50, 4 poweradd = -1000 [State 4005, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 1 pos = -5, -55 anim = 9999 sound = S50, 4 [State 4005, 残像] type = AfterImage trigger1 = AnimElem = 1 palbright = 0,0,0 paladd = 0,0,0 time = 2 framegap = 4 palcolor = 0 length = 60 [State 4005, 残像表示時間] type = AfterImageTime trigger1 = 1 time = 500 [State 4005, 補正切り] type = VarSet trigger1 = time = 0 fvar(1) = 1 [State 4008, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 31403 ;残像拳(6) [Statedef 34006] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 4006 ctrl = 0 sprpriority = 2 [State 4006, 音を鳴らす(より艶やかに)] type = PlaySnd trigger1 = time = 0 value = 600, 5 ;channel = 13 freqmul = 1+FVar(39) volume = 255 [State 4006, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 0 pos = -5, -55 anim = 9999 sound = S50, 4 poweradd = -1000 [State 4006, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 1 pos = -5, -55 anim = 9999 sound = S50, 4 [State 4006, 残像] type = AfterImage trigger1 = AnimElem = 1 palbright = 0,125,0 time = 2 trans = sub [State 4006, 残像表示時間] type = AfterImageTime trigger1 = 1 time = 500 [State 4006, 補正切り] type = VarSet trigger1 = time = 0 fvar(1) = 1 [State 4008, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 31403 ;残像拳(7) [Statedef 34007] type = S movetype= H physics = S juggle = 4 velset = 0,0 anim = 4007 ctrl = 0 sprpriority = 2 [State 4007, 音を鳴らす(より艶やかに)] type = PlaySnd trigger1 = time = 0 value = 600, 5 ;channel = 13 freqmul = 1+FVar(39) volume = 255 [State 4007, 呪われし目豹のポーズフレーム] type = RemoveExplod trigger1 = time = 0 var(4) = 5 ID = 4763 [State 4007, 呪われし目豹のポーズグラス] type = RemoveExplod trigger1 = time = 0 ID = 4764 [State 4007, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 0 pos = -5, -55 anim = 9999 sound = S50, 4 poweradd = -1000 [State 4007, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 1 pos = -5, -55 anim = 9999 sound = S50, 4 [State 4007, 残像] type = AfterImage trigger1 = AnimElem = 1 time = 2 palcontrast = 255,0,0 [State 4007, 残像表示時間] type = AfterImageTime trigger1 = 1 time = 500 [State 4007, 補正切り] type = VarSet trigger1 = time = 0 fvar(1) = 1 [State 4008, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 31403 ;残像拳(8) [Statedef 34008] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 4008 ctrl = 0 sprpriority = 2 [State 4009, 音を鳴らす(より艶やかに)] type = PlaySnd trigger1 = time = 0 value = 600, 5 ;channel = 13 freqmul = 1+FVar(39) volume = 255 [State 4008, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 0 pos = -5, -55 anim = 9999 sound = S50, 4 poweradd = -1000 [State 4008, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 trigger1 = NumHelper(4760) = 1 pos = -5, -55 anim = 9999 sound = S50, 4 [State 4008, 残像] type = AfterImage trigger1 = AnimElem = 1 palbright = 255,255,255 time = 2 framegap = 4 [State 4008, 残像表示時間] type = AfterImageTime trigger1 = 1 time = 500 [State 4008, 補正切り] type = VarSet trigger1 = time = 0 fvar(1) = 1 [State 4008, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 31403 ;チョップ [Statedef 10271] type = S movetype= A physics = S juggle = 2 velset = 0,0 ctrl = 0 anim = 270+var(9) poweradd = 15 sprpriority = 2 facep2 = 1 [State 3700, 軸位置移動] type = PosAdd trigger1 = AnimElem = 1 x = 5 [State 270, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 270, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 270, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 270, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 8 value = 0, 0 [State 270, 音を鳴らす(攻撃1)] type = PlaySnd triggerall = AnimElem = 7 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 5 value = 400+var(16), 0 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 270, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 270, ピシィ!分岐] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 4 Range = 0,5 [State 270, ヒット定義1P-1] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = S, NA damage = 24, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 sparkno = s10010 guard.sparkno = s10070 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -1 airguard.velocity = -1.7,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 270, ヒット定義1P-2] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = S, NA damage = 26, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 sparkno = s10011 guard.sparkno = s10070 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -1 airguard.velocity = -1.7,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 270, ヒット定義1P-3] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = S, NA damage = 22, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 sparkno = s10012 guard.sparkno = s10070 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -1 airguard.velocity = -1.7,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 270, ヒット定義1P-4] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = S, NA damage = 28, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 sparkno = s10013 guard.sparkno = s10070 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -1 airguard.velocity = -1.7,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 270, ヒット定義1P-5] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = S, NA damage = 20, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 sparkno = s10012 guard.sparkno = s10070 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -1 airguard.velocity = -1.7,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 270, ヒット定義1P-6] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = S, NA damage = 30, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 sparkno = s10043 guard.sparkno = s10070 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -1 airguard.velocity = -1.7,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 270, ヒット定義2P-1] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = S, NA damage = 24, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 sparkno = s10014 guard.sparkno = s10071 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -1 airguard.velocity = -1.7,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 270, ヒット定義2P-2] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = S, NA damage = 26, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 sparkno = s10015 guard.sparkno = s10071 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -1 airguard.velocity = -1.7,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 270, ヒット定義2P-3] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = S, NA damage = 22, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 sparkno = s10016 guard.sparkno = s10071 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -1 airguard.velocity = -1.,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 270, ヒット定義2P-4] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = S, NA damage = 28, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 sparkno = s10017 guard.sparkno = s10071 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -1 airguard.velocity = -1.,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 270, ヒット定義2P-5] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = S, NA damage = 20, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 sparkno = s10016 guard.sparkno = s10071 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -1 airguard.velocity = -1.7,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 270, ヒット定義2P-6] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = S, NA damage = 30, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 sparkno = s10047 guard.sparkno = s10071 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -1 airguard.velocity = -1.7,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 270, コンボ補正] type = Varset trigger1 = movehit fv = 1 value = fVar(1)*0.8 persistent = 0 ignorehitpause = 1 [State 270, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 10401 ;地獄突き [Statedef 10281] type = S movetype= A physics = S juggle = 2 velset = 0,0 ctrl = 0 anim = 280+var(9) poweradd = 15 sprpriority = 2 facep2 = 1 [State 3700, 軸位置移動] type = PosAdd trigger1 = AnimElem = 1 x = 5 [State 280, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 280, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 280, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 280, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 3 value = 0, 0 [State 280, 音を鳴らす(攻撃1)] type = PlaySnd triggerall = AnimElem = 2 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 5 value = 400+var(16), 4 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 280, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 280, ピシィ!分岐] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 4 Range = 0,5 [State 280, ヒット定義1P-1] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = S, NA damage = 38, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 sparkno = s10010 guard.sparkno = s10070 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -2 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 280, ヒット定義1P-2] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = S, NA damage = 42, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 sparkno = s10011 guard.sparkno = s10070 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -2 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 280, ヒット定義1P-3] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = S, NA damage = 36, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 sparkno = s10012 guard.sparkno = s10070 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -2 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 280, ヒット定義1P-4] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = S, NA damage = 44, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 sparkno = s10013 guard.sparkno = s10070 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -2 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 280, ヒット定義1P-5] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = S, NA damage = 32, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 sparkno = s10012 guard.sparkno = s10070 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -2 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 280, ヒット定義1P-6] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = S, NA damage = 48, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 sparkno = s10043 guard.sparkno = s10070 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -2 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 280, ヒット定義2P-1] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = S, NA damage = 38, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 sparkno = s10014 guard.sparkno = s10071 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -2 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 280, ヒット定義2P-2] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = S, NA damage = 42, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 sparkno = s10015 guard.sparkno = s10071 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -2 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 280, ヒット定義2P-3] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = S, NA damage = 36, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 sparkno = s10016 guard.sparkno = s10071 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -2 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 280, ヒット定義2P-4] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = S, NA damage = 44, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 sparkno = s10017 guard.sparkno = s10071 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -2 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 280, ヒット定義2P-5] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = S, NA damage = 32, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 sparkno = s10016 guard.sparkno = s10071 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -2 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 280, ヒット定義2P-6] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = S, NA damage = 48, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 sparkno = s10047 guard.sparkno = s10071 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -2 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 280, コンボ補正] type = Varset trigger1 = movehit fv = 1 value = fVar(1)*0.8 persistent = 0 ignorehitpause = 1 [State 280, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = p2bodydist X = [-10,30] value = 800 [State 280, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 10401 ;しゃがみ弱パンチ [Statedef 34001] type = C movetype= A physics = C juggle = 3 poweradd= 10 ctrl = 0 anim = 400+var(9) sprpriority = 2 facep2 = 1 [State 400, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 400, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 400, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 400, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 1 value = 0, 0 [State 400, 音を鳴らす(攻撃1)] type = PlaySnd triggerall = time = 0 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 5 value = 400+var(16), 0 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 400, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 400, ピシィ!分岐] Type = VarRandom trigger1 = PalNo != 11 trigger1 = PalNo != 12 Trigger1 = Time = 0 V = 4 Range = 0,5 [State 400, ヒット定義1P-1] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = C, NA damage = 17 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10010 guard.sparkno = s10070 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義1P-2] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = C, NA damage = 19 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10011 guard.sparkno = s10070 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義1P-3] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = C, NA damage = 16 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10012 guard.sparkno = s10070 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義1P-4] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = C, NA damage = 20 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10013 guard.sparkno = s10070 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義1P-5] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = C, NA damage = 14 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10012 guard.sparkno = s10070 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義1P-6] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = C, NA damage = 22 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10043 guard.sparkno = s10070 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義2P-1] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = C, NA damage = 17 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10014 guard.sparkno = s10071 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義2P-2] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = C, NA damage = 19 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10015 guard.sparkno = s10071 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義2P-3] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = C, NA damage = 16 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10016 guard.sparkno = s10071 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義2P-4] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = C, NA damage = 20 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10017 guard.sparkno = s10071 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義2P-5] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = C, NA damage = 14 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10016 guard.sparkno = s10071 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, ヒット定義2P-6] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = C, NA damage = 22 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s10047 guard.sparkno = s10071 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, コンボ補正] type = Varset trigger1 = movehit fv = 1 value = fVar(1)*0.8 persistent = 0 ignorehitpause = 1 [State 400, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 15002 ;しゃがみ弱キック [Statedef 34301] type = C movetype= A physics = C juggle = 3 poweradd= 12 ctrl = 0 anim = 430+var(9) sprpriority = 2 [State 430, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 430, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 430, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 1 value = 0, 0 [State 430, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 430, 音を鳴らす(攻撃1)] type = PlaySnd triggerall = time = 0 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 5 value = 400+var(16), 0 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 430, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 430, ピシィ!分岐] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 4 Range = 0,5 [State 430, ヒット定義1P-1] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = C, NA damage = 26 animtype = Light hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = s10010 guard.sparkno = s10070 sparkxy = -10,-8 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 6 ground.hittime = 10 ground.velocity = -5 air.velocity = -2,-3 down.velocity = -5,0 down.hittime = 20 [State 430, ヒット定義1P-2] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = C, NA damage = 28 animtype = Light hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = s10011 guard.sparkno = s10070 sparkxy = -10,-8 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 6 ground.hittime = 10 ground.velocity = -5 air.velocity = -2,-3 down.velocity = -5,0 down.hittime = 20 [State 430, ヒット定義1P-3] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = C, NA damage = 24 animtype = Light hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = s10012 guard.sparkno = s10070 sparkxy = -10,-8 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 6 ground.hittime = 10 ground.velocity = -5 air.velocity = -2,-3 down.velocity = -5,0 down.hittime = 20 [State 430, ヒット定義1P-4] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = C, NA damage = 30 animtype = Light hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = s10013 guard.sparkno = s10070 sparkxy = -10,-8 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 6 ground.hittime = 10 ground.velocity = -5 air.velocity = -2,-3 down.velocity = -5,0 down.hittime = 20 [State 430, ヒット定義1P-5] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = C, NA damage = 21 animtype = Light hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = s10012 guard.sparkno = s10070 sparkxy = -10,-8 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 6 ground.hittime = 10 ground.velocity = -5 air.velocity = -2,-3 down.velocity = -5,0 down.hittime = 20 [State 430, ヒット定義1P-6] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = C, NA damage = 33 animtype = Light hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = s10043 guard.sparkno = s10070 sparkxy = -10,-8 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 6 ground.hittime = 10 ground.velocity = -5 air.velocity = -2,-3 down.velocity = -5,0 down.hittime = 20 [State 430, ヒット定義2P-1] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = C, NA damage = 26 animtype = Light hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = s10014 guard.sparkno = s10071 sparkxy = -10,-8 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 6 ground.hittime = 10 ground.velocity = -5 air.velocity = -2,-3 down.velocity = -5,0 down.hittime = 20 [State 430, ヒット定義2P-2] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = C, NA damage = 28 animtype = Light hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = s10015 guard.sparkno = s10071 sparkxy = -10,-8 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 6 ground.hittime = 10 ground.velocity = -5 air.velocity = -2,-3 down.velocity = -5,0 down.hittime = 20 [State 430, ヒット定義2P-3] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = C, NA damage = 24 animtype = Light hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = s10016 guard.sparkno = s10071 sparkxy = -10,-8 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 6 ground.hittime = 10 ground.velocity = -5 air.velocity = -2,-3 down.velocity = -5,0 down.hittime = 20 [State 430, ヒット定義2P-4] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = C, NA damage = 30 animtype = Light hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = s10017 guard.sparkno = s10071 sparkxy = -10,-8 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 6 ground.hittime = 10 ground.velocity = -5 air.velocity = -2,-3 down.velocity = -5,0 down.hittime = 20 [State 430, ヒット定義2P-5] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = C, NA damage = 21 animtype = Light hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = s10016 guard.sparkno = s10071 sparkxy = -10,-8 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 6 ground.hittime = 10 ground.velocity = -5 air.velocity = -2,-3 down.velocity = -5,0 down.hittime = 20 [State 430, ヒット定義2P-6] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = C, NA damage = 33 animtype = Light hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = s10047 guard.sparkno = s10071 sparkxy = -10,-8 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 6 ground.hittime = 10 ground.velocity = -5 air.velocity = -2,-3 down.velocity = -5,0 down.hittime = 20 [State 430, コンボ補正] type = Varset trigger1 = movehit fv = 1 value = fVar(1)*0.8 persistent = 0 ignorehitpause = 1 [State 430, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 15002 ;アッパー [Statedef 31021] type = S movetype= A physics = N juggle = 6 poweradd= 20 velset = 0,0 anim = 1020+var(9) ctrl = 0 sprpriority = 2 [State 1020, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 1020, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1020, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1020, 速度乗算] type = VelMul trigger1 = 1 x = .85 * ifelse(AnimElemTime(6) < 0, 1, .8) [State 1020, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 3 [State 1020, 音を鳴らす(攻撃5)] type = PlaySnd triggerall = time = 0 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 5 value = 400+var(16), 4 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 1020, バキッ!分岐] Type = VarRandom Trigger1 = Time = 0 V = 4 Range = 0,3 [State 1020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 2 x = 10 [State 1020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 3 trigger2 = AnimElem = 12 x = 5 [State 1020, 軸位置移動] type = PosAdd trigger1 = AnimElem = 4 x = 3 [State 1020, 移動速度] type = VelSet trigger1 = AnimElem = 4 x = 7 [State 1020, ヒット定義1P] type = HitDef trigger1 = AnimElem = 4 trigger1 = Facing = 1 attr = S, SA animtype = diagup damage = 50 getpower = 0 priority = 4 guardflag = MA pausetime = 8,7 sparkxy = -10,-60 guard.sparkno = s10070 hitsound = 5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 20 ground.hittime = 20 ground.velocity = -2,-6 guard.velocity = -7 air.velocity = -2,-3 airguard.velocity = -1, -3 fall.recover = 0 fall = 1 [State 1020, ヒット定義2P] type = HitDef trigger1 = AnimElem = 4 trigger1 = Facing = -1 attr = S, SA animtype = diagup damage = 50 getpower = 0 priority = 4 guardflag = MA pausetime = 8,7 sparkxy = -10,-60 guard.sparkno = s10071 hitsound = 5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 20 ground.hittime = 20 ground.velocity = -2,-6 guard.velocity = -7 air.velocity = -2,-3 airguard.velocity = -1, -3 fall.recover = 0 fall = 1 [State 1020, バキッ!1Pの1] type = Explod trigger1 = MoveHit trigger1 = Facing = 1 trigger1 = var(4) = 0 anim = 10034 postype = p2 ownpal = 1 pos = 30,-76 ontop = 1 [State 1020, バキッ!1Pの2] type = Explod trigger1 = MoveHit trigger1 = Facing = 1 trigger1 = var(4) = 1 anim = 10035 postype = p2 ownpal = 1 pos = 30,-76 ontop = 1 [State 1020, バキッ!1Pの3] type = Explod trigger1 = MoveHit trigger1 = Facing = 1 trigger1 = var(4) = 2 anim = 10036 postype = p2 ownpal = 1 pos = 30,-76 ontop = 1 [State 1020, バキッ!1Pの4] type = Explod trigger1 = MoveHit trigger1 = Facing = 1 trigger1 = var(4) = 3 anim = 10037 postype = p2 ownpal = 1 pos = 30,-76 ontop = 1 [State 1020, バキッ!2Pの1] type = Explod trigger1 = MoveHit trigger1 = Facing = -1 trigger1 = var(4) = 0 anim = 10030 postype = p2 ownpal = 1 pos = 30,-76 ontop = 1 [State 1020, バキッ!2Pの2] type = Explod trigger1 = MoveHit trigger1 = Facing = -1 trigger1 = var(4) = 1 anim = 10031 postype = p2 ownpal = 1 pos = 30,-76 ontop = 1 [State 1020, バキッ!2Pの3] type = Explod trigger1 = MoveHit trigger1 = Facing = -1 trigger1 = var(4) = 2 anim = 10032 postype = p2 ownpal = 1 pos = 30,-76 ontop = 1 [State 1020, バキッ!2Pの4] type = Explod trigger1 = MoveHit trigger1 = Facing = -1 trigger1 = var(4) = 3 anim = 10033 postype = p2 ownpal = 1 pos = 30,-76 ontop = 1 [State 1020, コンボ補正] type = Varset trigger1 = movehit fv = 1 value = fVar(1)*0.8 persistent = 0 ignorehitpause = 1 [State 1020, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 15002 ;ストレート [Statedef 31001] type = S movetype= A physics = S juggle = 3 poweradd= 35 velset = 0,0 anim = 1000+var(9) ctrl = 0 sprpriority = 2 [State 1000, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 1000, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1000, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1000, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 3 [State 1000, 音を鳴らす(攻撃3)] type = PlaySnd triggerall = time = 0 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 5 value = 400+var(16), 2 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 1000, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 1000, バキッ!分岐] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 4 Range = 0,5 [State 1000, 軸位置移動] type = PosAdd trigger1 = AnimElem = 2 x = 20 [State 1000, 軸位置移動] type = PosAdd trigger1 = AnimElem = 3 trigger2 = AnimElem = 13 x = 10 [State 1000, 軸位置移動] type = PosAdd trigger1 = AnimElem = 5 x = 5 [State 1000, 移動速度] type = VelSet trigger1 = AnimElem = 5 x = 4 [State 1000, ヒット定義1P-1] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = S, NA animtype = Hard damage = 61 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10030 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義1P-2] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = S, NA animtype = Hard damage = 67 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10031 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義1P-3] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = S, NA animtype = Hard damage = 58 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10032 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義1P-4] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = S, NA animtype = Hard damage = 70 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10033 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義1P-5] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = S, NA animtype = Hard damage = 53 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10032 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義1P-6] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = S, NA animtype = Hard damage = 77 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10063 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義2P-1] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = S, NA animtype = Hard damage = 61 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10034 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義2P-2] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = S, NA animtype = Hard damage = 67 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10035 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義2P-3] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = S, NA animtype = Hard damage = 58 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10036 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義2P-4] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = S, NA animtype = Hard damage = 70 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10037 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義2P-5] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = S, NA animtype = Hard damage = 53 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10036 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, ヒット定義2P-6] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = S, NA animtype = Hard damage = 77 priority = 5 guardflag = MA pausetime = 15,15 sparkno = s10067 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 fall.recover = 0 fall = 0 [State 1000, コンボ補正] type = Varset trigger1 = movehit fv = 1 value = fVar(1)*0.8 persistent = 0 ignorehitpause = 1 [State 1000, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 15002 ;鈍器弱 [Statedef 31401] type = S movetype= A physics = S juggle = 3 poweradd= 25 velset = 0,0 anim = 1400+var(9) ctrl = 0 sprpriority = 2 [State 1400, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 1400, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1400, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1400, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 7 value = 0, 3 [State 1400, 音を鳴らす(攻撃5)] type = PlaySnd triggerall = AnimElem = 5 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 5 value = 400+var(16), 4 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 1400, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 1400, バキッ!分岐] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 4 Range = 0,5 [State 1400, 物理的なキャラの幅] type = Width trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(15) < 0) player = 30,0 edge = 48,0 [State 1400, ヒット定義1P-1] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = S, NA animtype = Hard damage = 61, 6 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10080 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 1 [State 1400, ヒット定義1P-2] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = S, NA animtype = Hard damage = 67, 6 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10081 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 1 [State 1400, ヒット定義1P-3] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = S, NA animtype = Hard damage = 58, 5 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10082 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 1 [State 1400, ヒット定義1P-4] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = S, NA animtype = Hard damage = 70, 7 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10083 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 1 [State 1400, ヒット定義1P-5] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = S, NA animtype = Hard damage = 53, 5 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10082 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 1 [State 1400, ヒット定義1P-6] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = S, NA animtype = Hard damage = 77, 7 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10088 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 1 [State 1400, ヒット定義2P-1] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = S, NA animtype = Hard damage = 61, 6 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10084 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 1 [State 1400, ヒット定義2P-2] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = S, NA animtype = Hard damage = 67, 6 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10085 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 1 [State 1400, ヒット定義2P-3] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = S, NA animtype = Hard damage = 58, 5 priority = 5 guardflag = MA hitflag = MAFDP pausetime = 15,15 sparkno = s10086 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 1 [State 1400, ヒット定義2P-4] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = S, NA animtype = Hard damage = 70, 7 priority = 5 guardflag = MA hitflag = MAFDP pausetime = 15,15 sparkno = s10087 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 1 [State 1400, ヒット定義2P-5] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = S, NA animtype = Hard damage = 53, 5 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10086 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 1 [State 1400, ヒット定義2P-6] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = S, NA animtype = Hard damage = 77, 7 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10089 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 1 [State 1400, コンボ補正] type = Varset trigger1 = movehit fv = 1 value = fVar(1)*0.8 persistent = 0 ignorehitpause = 1 [State 1400, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = p2bodydist X = [-10,30] value = 250 [State 1400, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = p2bodydist X = [0,100] value = 31402 [State 1400, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 15002 ;鈍器弱 [Statedef 31402] type = S movetype= A physics = S juggle = 3 poweradd= 25 velset = 0,0 anim = 1400+var(9) ctrl = 0 sprpriority = 2 [State 1400, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 1400, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1400, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1400, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 7 value = 0, 3 [State 1400, 音を鳴らす(攻撃5)] type = PlaySnd triggerall = AnimElem = 5 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 5 value = 400+var(16), 4 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 1400, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 1400, バキッ!分岐] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 4 Range = 0,5 [State 1400, 物理的なキャラの幅] type = Width trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(15) < 0) player = 30,0 edge = 48,0 [State 1400, ヒット定義1P-1] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = S, NA animtype = Hard damage = 61, 6 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10080 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 1 [State 1400, ヒット定義1P-2] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = S, NA animtype = Hard damage = 67, 6 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10081 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 1 [State 1400, ヒット定義1P-3] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = S, NA animtype = Hard damage = 58, 5 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10082 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 1 [State 1400, ヒット定義1P-4] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = S, NA animtype = Hard damage = 70, 7 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10083 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 1 [State 1400, ヒット定義1P-5] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = S, NA animtype = Hard damage = 53, 5 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10082 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 1 [State 1400, ヒット定義1P-6] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = S, NA animtype = Hard damage = 77, 7 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10088 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 1 [State 1400, ヒット定義2P-1] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = S, NA animtype = Hard damage = 61, 6 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10084 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 1 [State 1400, ヒット定義2P-2] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = S, NA animtype = Hard damage = 67, 6 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10085 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 1 [State 1400, ヒット定義2P-3] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = S, NA animtype = Hard damage = 58, 5 priority = 5 guardflag = MA hitflag = MAFDP pausetime = 15,15 sparkno = s10086 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 1 [State 1400, ヒット定義2P-4] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = S, NA animtype = Hard damage = 70, 7 priority = 5 guardflag = MA hitflag = MAFDP pausetime = 15,15 sparkno = s10087 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 1 [State 1400, ヒット定義2P-5] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = S, NA animtype = Hard damage = 53, 5 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10086 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 1 [State 1400, ヒット定義2P-6] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = S, NA animtype = Hard damage = 77, 7 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10089 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 1 [State 1400, コンボ補正] type = Varset trigger1 = movehit fv = 1 value = fVar(1)*0.8 persistent = 0 ignorehitpause = 1 [State 1400, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = p2bodydist X = [-10,30] value = 250 [State 1400, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = p2bodydist X = [0,50] value = 1450 [State 1400, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 15002 ;鈍器弱 [Statedef 31403] type = S movetype= A physics = S juggle = 3 poweradd= 25 velset = 0,0 anim = 1400+var(9) ctrl = 0 sprpriority = 2 [State 1400, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 1400, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1400, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1400, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 7 value = 0, 3 [State 1400, 音を鳴らす(攻撃5)] type = PlaySnd triggerall = AnimElem = 5 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 5 value = 400+var(16), 4 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 1400, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 1400, バキッ!分岐] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 4 Range = 0,5 [State 1400, 物理的なキャラの幅] type = Width trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(15) < 0) player = 30,0 edge = 48,0 [State 1400, ヒット定義1P-1] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = S, NA animtype = Hard damage = 61, 6 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10080 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 1 [State 1400, ヒット定義1P-2] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = S, NA animtype = Hard damage = 67, 6 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10081 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 1 [State 1400, ヒット定義1P-3] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = S, NA animtype = Hard damage = 58, 5 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10082 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 1 [State 1400, ヒット定義1P-4] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = S, NA animtype = Hard damage = 70, 7 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10083 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 1 [State 1400, ヒット定義1P-5] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = S, NA animtype = Hard damage = 53, 5 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10082 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 1 [State 1400, ヒット定義1P-6] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = S, NA animtype = Hard damage = 77, 7 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10088 guard.sparkno = s10070 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 1 [State 1400, ヒット定義2P-1] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = S, NA animtype = Hard damage = 61, 6 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10084 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 1 [State 1400, ヒット定義2P-2] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = S, NA animtype = Hard damage = 67, 6 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10085 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 1 [State 1400, ヒット定義2P-3] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = S, NA animtype = Hard damage = 58, 5 priority = 5 guardflag = MA hitflag = MAFDP pausetime = 15,15 sparkno = s10086 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 1 [State 1400, ヒット定義2P-4] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = S, NA animtype = Hard damage = 70, 7 priority = 5 guardflag = MA hitflag = MAFDP pausetime = 15,15 sparkno = s10087 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 1 [State 1400, ヒット定義2P-5] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = S, NA animtype = Hard damage = 53, 5 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10086 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 1 [State 1400, ヒット定義2P-6] type = HitDef trigger1 = AnimElem = 5 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = S, NA animtype = Hard damage = 77, 7 priority = 5 hitflag = MAFDP guardflag = MA pausetime = 15,15 sparkno = s10089 guard.sparkno = s10071 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-3.5 air.velocity = -6,-3 airguard.velocity = -1, -1 fall = 1 [State 1400, コンボ補正] type = Varset trigger1 = movehit fv = 1 value = fVar(1)*0.8 persistent = 0 ignorehitpause = 1 [State 3700, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;投石 [Statedef 31301] type = S movetype= A physics = S poweradd= 50 velset = 0,0 anim = 1300+var(9) ctrl = 0 sprpriority = 2 [State 1300, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 1300, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = Facing = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1300, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 1300, 変数] type = VarSet trigger1 = Time = 0 v = 5 value = (command = "y") [State 1300, 物理的なキャラの幅] type = Width trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(10) < 0) player = 30,0 edge = 48,0 [State 1300, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 4 value = 800, 0 [State 1300, 音を鳴らす(攻撃1)] type = PlaySnd triggerall = time = 0 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 5 value = 400+var(16), 0 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 1300, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 1300, ドカッ!分岐] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 4 Range = 0,5 [State 1300, 石1P-1] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = S, SP damage = 61, 6 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 75,-77 velocity = ceil(4+var(5)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10080 guard.sparkno = s10070 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1300, 石1P-2] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = S, SP damage = 69, 6 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 75,-77 velocity = ceil(4+var(5)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10081 guard.sparkno = s10070 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1300, 石1P-3] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = S, SP damage = 58, 5 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 75,-77 velocity = ceil(4+var(5)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10082 guard.sparkno = s10070 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1300, 石1P-4] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = S, SP damage = 72, 7 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 75,-77 velocity = ceil(4+var(5)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10083 guard.sparkno = s10070 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1300, 石1P-5] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = S, SP damage = 54, 5 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 75,-77 velocity = ceil(4+var(5)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10082 guard.sparkno = s10070 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1300, 石1P-6] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = S, SP damage = 78, 7 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 75,-77 velocity = ceil(4+var(5)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10088 guard.sparkno = s10070 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1300, 石2P-1] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = S, SP damage = 61, 6 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 75,-77 velocity = ceil(4+var(5)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10084 guard.sparkno = s10071 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1300, 石2P-2] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = S, SP damage = 69, 6 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 75,-77 velocity = ceil(4+var(5)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10085 guard.sparkno = s10071 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1300, 石2P-3] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = S, SP damage = 58, 5 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 75,-77 velocity = ceil(4+var(5)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10086 guard.sparkno = s10071 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1300, 石2P-4] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = S, SP damage = 72, 7 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 75,-77 velocity = ceil(4+var(5)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10087 guard.sparkno = s10071 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1300, 石2P-5] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = S, SP damage = 54, 5 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 75,-77 velocity = ceil(4+var(5)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10086 guard.sparkno = s10071 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1300, 石2P-6] type = Projectile trigger1 = AnimElem = 7 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = S, SP damage = 78, 7 getpower = 30,10 animtype = Hard pausetime = 0,12 offset = 75,-77 velocity = ceil(4+var(5)*2),-3 accel = 0,0.4 projID = 1302 projanim = 1305 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10089 guard.sparkno = s10071 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 projhitanim = 1355 projremanim = 1356 [State 1300, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = p2stateno = [150,190] value = 15002 [State 1300, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = p2bodydist X < 100 value = 15002 [State 1300, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = p2movetype = H value = 31301 [State 1300, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 15013 ;グラップル:掴み [Statedef 10801] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 800+var(9) sprpriority = 2 [State 800, ヒット定義(投げ用)] type = HitDef trigger1 = Time = 0 attr = S, NT hitflag = M- priority = 1, Miss sparkno = -1 p1sprpriority = 1 p1facing = 1 p2facing = 1 p1stateno = 810 p2stateno = 820 guard.dist = 0 fall = 1 [State -1, グランドスラム【鈍器】];ゲージレベル2 type = ChangeState Trigger1 = power >= 2000 Trigger1 = AnimTime = 0 trigger1 = p2bodydist X = [-10,50] value = 3700 [State 800, エア鈍器強] type = ChangeState Trigger1 = AnimTime = 0 trigger1 = p2bodydist X = [-10,50] value = 1750 [State 800, ジャンプ] type = ChangeState Trigger1 = AnimTime = 0 value = 15002 ;対空投石強 [Statedef 10561] type = S movetype = A physics = S ctrl = 0 velset = 0,0 anim = 550+var(9) sprpriority = 1 [State 560, バキッ!分岐] Type = VarRandom Trigger1 = Time = 0 V = 4 Range = 0,5 [State 560, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 2 value = 800, 0 [State 560, 音を鳴らす(攻撃1)] type = PlaySnd trigger1 = time = 0 value = 400+var(16), 0 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 560, 飛んでけ石ころ] type = Helper triggerall = AnimElem = 11 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 4 id = 575 name = "対空石" pos = 30,-97 postype = p1 stateno = 575 ownpal = 1 size.xscale = 0.5 size.yscale = 0.5 [State 560, 飛んでけ鉄アレイ] type = Helper trigger1 = AnimElem = 11 trigger1 = var(4) = 5 id = 575 name = "対空石" pos = 30,-97 postype = p1 stateno = 576 ownpal = 1 size.xscale = 0.5 size.yscale = 0.5 [State -1, ヒーローショウ] type = ChangeState trigger1 = AnimTime = 0 trigger1 = power >= 2000 trigger1 = p2bodydist X = [-10,50] trigger1 = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない trigger1 = p2movetype = A value = 6000 [State -1, 鈍器強] type = ChangeState trigger1 = AnimTime = 0 trigger1 = p2bodydist X = [0,100] trigger1 = p2movetype = A value = 1450 [State 560, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = p2bodydist X = [0,200] trigger1 = p2statetype != A value = 15011 [State 560, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = p2bodydist X = [200,500] value = 1300 [State 560, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 15002 ;対空投石EX [Statedef 10562] type = S movetype = A physics = S ctrl = 0 velset = 0,0 anim = 4100+var(9) sprpriority = 1 [State 560, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 2 value = 800, 0 [State 560, 音を鳴らす(攻撃1)] type = PlaySnd trigger1 = time = 0 value = 400+var(16), 0 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 560, 飛んでけ石ころ] type = Helper trigger1 = AnimElem = 11 id = 10563 name = "対空石" pos = 30,-97 postype = p1 stateno = 10563 ownpal = 1 size.xscale = 0.5 size.yscale = 0.5 [State 560, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 15014 ;対空石強 [Statedef 10563] type = A movetype = A physics = U ctrl = 0 anim = 1306 sprpriority = 2 [State 575, 打ち上げよ!] type = VelSet trigger1 = time = 0 x = -1 y = -10 [State 570, 万有引力] type = Veladd trigger1 = 1 x = 0.4 y = 0.4 [State 575, コン] type = PlaySnd trigger1 = Pos Y > 0 value = 60, 22 persistent=0 [State 575, 降り注げ石ころ1P] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 attr = S,HP affectteam = B damage = 60, 6 getpower = 30,10 animtype = Hard pausetime = 0,4 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10080 guard.sparkno = s10070 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -1,0 air.velocity = -1,3 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 [State 575, 降り注げ石ころ2P] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 attr = S,HP affectteam = B damage = 60, 6 getpower = 30,10 animtype = Hard pausetime = 0,4 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10084 guard.sparkno = s10071 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -10,0 air.velocity = -10,3 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 [State 575, ステート変更・退場へ] type = DestroySelf trigger1 = Pos Y > 0 trigger2 = MoveContact = 1 ;対空石強 [Statedef 10564] type = A movetype = A physics = U ctrl = 0 anim = 1307 sprpriority = 2 [State 575, 打ち上げよ!] type = VelSet trigger1 = time = 0 x = 3 y = -10 [State 570, 万有引力] type = Veladd trigger1 = 1 x = 0.4 y = 0.4 [State 575, コン] type = PlaySnd trigger1 = Pos Y > 0 value = 60, 22 persistent=0 [State 575, 降り注げ石ころ1P] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 attr = S,HP affectteam = B damage = 60, 6 getpower = 30,10 animtype = Hard pausetime = 0,4 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10080 guard.sparkno = s10070 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -4,3 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 [State 575, 降り注げ石ころ2P] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 attr = S,HP affectteam = B damage = 60, 6 getpower = 30,10 animtype = Hard pausetime = 0,4 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10084 guard.sparkno = s10071 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -4,3 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 [State 575, ステート変更・退場へ] type = DestroySelf trigger1 = Pos Y > 0 trigger2 = MoveContact = 1 ;対空投石強 [Statedef 10565] type = S movetype = A physics = S ctrl = 0 velset = 0,0 anim = 550+var(9) sprpriority = 1 [State 560, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 2 value = 800, 0 [State 560, 音を鳴らす(攻撃1)] type = PlaySnd trigger1 = time = 0 value = 400+var(16), 0 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 560, 飛んでけ石ころ] type = Helper trigger1 = AnimElem = 11 id = 575 name = "対空石" pos = 50,-97 postype = p1 stateno = 10566 ownpal = 1 size.xscale = 0.5 size.yscale = 0.5 [State -1, ジャンプ] type = ChangeState trigger1 = AnimTime = 0 trigger1 = p2bodydist X = [0,200] trigger1 = p2movetype = A value = 15004 [State 560, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = p2statetype != A value = 15011 [State 560, ステート変更] type = ChangeState trigger1 = AnimTime = 0 trigger1 = p2bodydist X > 100 value = 1300 [State 560, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 15002 ;対空石強 [Statedef 10566] type = A movetype = A physics = U ctrl = 0 anim = 1307 sprpriority = 2 [State 575, 打ち上げよ!] type = VelSet trigger1 = time = 0 x = 5 y = -12 [State 570, 万有引力] type = Veladd trigger1 = 1 x = 0.4 y = 0.4 [State 575, コン] type = PlaySnd trigger1 = Pos Y > 0 value = 60, 22 persistent=0 [State 575, 降り注げ石ころ1P] type = HitDef trigger1 = Time = 0 trigger1 = Facing = 1 attr = S,HP affectteam = B damage = 60, 6 getpower = 30,10 animtype = Hard pausetime = 0,4 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10080 guard.sparkno = s10070 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -4,3 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 [State 575, 降り注げ石ころ2P] type = HitDef trigger1 = Time = 0 trigger1 = Facing = -1 attr = S,HP affectteam = B damage = 60, 6 getpower = 30,10 animtype = Hard pausetime = 0,4 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10084 guard.sparkno = s10071 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -4,3 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 [State 575, ステート変更・退場へ] type = DestroySelf trigger1 = Pos Y > 0 trigger2 = MoveContact = 1 ;押し倒し [Statedef 10901] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 870+var(9) poweradd = 15 sprpriority = 2 facep2 = 1 [State 900, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 900, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 900, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 900, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 6 value = 0, 0 [State 900, 音を鳴らす(攻撃2)] type = PlaySnd triggerall = AnimElem = 4 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 5 value = 400+var(16), 1 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 900, ガードできるはずがない!] type = AssertSpecial trigger1 = 1 flag = unguardable [State 900, 11・12Pカラー時における強制最大ダメージ] type = Varset trigger1 = PalNo = 11 trigger2 = PalNo = 12 var(4) = 5 [State 900, ピシィ!分岐] Type = VarRandom Trigger1 = Time = 0 trigger1 = PalNo != 11 trigger1 = PalNo != 12 V = 4 Range = 0,5 [State 2000, 軸位置移動] type = PosAdd trigger1 = AnimElemNo(0) = [4,5] trigger1 = AnimElemTime(AnimElemNo(0)) = 0 x = 5 [State 900, ヒット定義1P-1] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = 1 trigger1 = var(4) = 0 attr = S, NA damage = 9, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 sparkno = s10010 guard.sparkno = s10070 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -2 airguard.velocity = -2.5,-.8 air.type = High air.velocity = -2.5,-3 air.hittime = 12 fall = 1 fall.recover = 0 guard.dist = 0 [State 900, ヒット定義1P-2] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = 1 trigger1 = var(4) = 1 attr = S, NA damage = 11, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 sparkno = s10011 guard.sparkno = s10070 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -2 airguard.velocity = -2.5,-.8 air.type = High air.velocity = -2.5,-3 air.hittime = 12 fall = 1 fall.recover = 0 guard.dist = 0 [State 900, ヒット定義1P-3] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = 1 trigger1 = var(4) = 2 attr = S, NA damage = 8, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 sparkno = s10012 guard.sparkno = s10070 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -2 airguard.velocity = -2.5,-.8 air.type = High air.velocity = -2.5,-3 air.hittime = 12 fall = 1 fall.recover = 0 guard.dist = 0 [State 900, ヒット定義1P-4] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = 1 trigger1 = var(4) = 3 attr = S, NA damage = 12, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 sparkno = s10013 guard.sparkno = s10070 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -2 airguard.velocity = -2.5,-.8 air.type = High air.velocity = -2.5,-3 air.hittime = 12 fall = 1 fall.recover = 0 guard.dist = 0 [State 900, ヒット定義1P-5] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = 1 trigger1 = var(4) = 4 attr = S, NA damage = 6, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 sparkno = s10012 guard.sparkno = s10070 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -2 airguard.velocity = -2.5,-.8 air.type = High air.velocity = -2.5,-3 air.hittime = 12 fall = 1 fall.recover = 0 guard.dist = 0 [State 900, ヒット定義1P-6] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = 1 trigger1 = var(4) = 5 attr = S, NA damage = 14, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 sparkno = s10043 guard.sparkno = s10070 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -2 airguard.velocity = -2.5,-.8 air.type = High air.velocity = -2.5,-3 air.hittime = 12 fall = 1 fall.recover = 0 guard.dist = 0 [State 900, ヒット定義2P-1] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = -1 trigger1 = var(4) = 0 attr = S, NA damage = 9, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 sparkno = s10014 guard.sparkno = s10071 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -2 airguard.velocity = -2.5,-.8 air.type = High air.velocity = -2.5,-3 air.hittime = 12 fall = 1 fall.recover = 0 guard.dist = 0 [State 900, ヒット定義2P-2] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = -1 trigger1 = var(4) = 1 attr = S, NA damage = 11, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 sparkno = s10015 guard.sparkno = s10071 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -2 airguard.velocity = -2.5,-.8 air.type = High air.velocity = -2.5,-3 air.hittime = 12 fall = 1 fall.recover = 0 guard.dist = 0 [State 900, ヒット定義2P-3] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = -1 trigger1 = var(4) = 2 attr = S, NA damage = 8, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 sparkno = s10016 guard.sparkno = s10071 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -2 airguard.velocity = -2.5,-.8 air.type = High air.velocity = -2.5,-3 air.hittime = 12 fall = 1 fall.recover = 0 guard.dist = 0 [State 900, ヒット定義2P-4] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = -1 trigger1 = var(4) = 3 attr = S, NA damage = 12, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 sparkno = s10017 guard.sparkno = s10071 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -2 airguard.velocity = -2.5,-.8 air.type = High air.velocity = -2.5,-3 air.hittime = 12 fall = 1 fall.recover = 0 guard.dist = 0 [State 900, ヒット定義2P-5] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = -1 trigger1 = var(4) = 4 attr = S, NA damage = 6, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 sparkno = s10016 guard.sparkno = s10071 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -2 airguard.velocity = -2.5,-.8 air.type = High air.velocity = -2.5,-3 air.hittime = 12 fall = 1 fall.recover = 0 guard.dist = 0 [State 900, ヒット定義2P-6] type = HitDef trigger1 = AnimElem = 3 trigger1 = Facing = -1 trigger1 = var(4) = 5 attr = S, NA damage = 14, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 sparkno = s10047 guard.sparkno = s10071 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -2 airguard.velocity = -2.5,-.8 air.type = High air.velocity = -2.5,-3 air.hittime = 12 fall = 1 fall.recover = 0 guard.dist = 0 [State 900, コンボ補正] type = Varset trigger1 = movehit fv = 1 value = fVar(1)*0.8 persistent = 0 ignorehitpause = 1 [State 900, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 800 :スローイングラサン [Statedef 14201] type = A movetype= A physics = U juggle = 4 anim = 4700 ctrl = 0 sprpriority = 2 [State 4200, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 4200, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 4200, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 4200, 超必殺技暗転時間停止] type = SuperPause trigger1 = AnimElem = 1 pos = -5, -55 anim = 9999 sound = S50, 4 p2defmul = 1 poweradd = -1000 [State 4200, 音を鳴らす(観念するがいい)] type = PlaySnd trigger1 = AnimElem = 1 value = 400, 17 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 4200, 雌豹の呪い解除] type = Varset trigger1 = 1 v = 8 value = 0 [State 660, 不本意ながら揚力] type = Velset trigger1 = time = 0 y = -3 [State 4200, 襲い掛かるサングラス1P] type = Projectile trigger1 = AnimElem = 4 trigger1 = Facing = 1 attr = S, SP damage = 100 getpower = 20,10 animtype = Hard pausetime = 0,12 offset = 20,-50 velocity = 4,-3 accel = 0,0.4 projID = 4750 projanim = 4750 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10088 guard.sparkno = s10070 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 [State 4200, 襲い掛かるサングラス2P] type = Projectile trigger1 = AnimElem = 4 trigger1 = Facing = -1 attr = S, SP damage = 100 getpower = 00,10 animtype = Hard pausetime = 0,12 offset = 20,-50 velocity = 4,-3 accel = 0,0.4 projID = 4750 projanim = 4750 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = -1 guardflag = MA hitflag = MAFD priority = 3 sparkno = s10089 guard.sparkno = s10071 sparkxy = 0,0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 [Statedef 4760, サングラスです] type = S anim = 4762 [State 4760, 地面に横たわるサングラス] type = BindToTarget trigger1 = 1 time = -1 pos = 0, 0,Head [State 4760, さようならサングラス] type = DestroySelf trigger1 = parent,movetype = H trigger2 = parent,stateno = 4007 trigger3 = parent,stateno = 4017 trigger4 = parent,stateno = 1451 trigger5 = parent,stateno = 1452 trigger6 = parent,stateno = 1453 trigger7 = parent,stateno = 1454 trigger8 = parent,stateno = 1455 trigger9 = parent,stateno = 1456 trigger10 = parent,stateno = 1457 trigger11 = parent,stateno = 1458 trigger12 = parent,stateno = 1459 trigger13 = parent,stateno = 1460 trigger14 = parent,stateno = 1461 trigger15 = parent,stateno = 1462 trigger16 = parent,stateno = 1463 trigger17 = parent,stateno = 1464 trigger17 = parent,stateno = 1465 ;練習 [Statedef 11116] type = S movetype = A physics = S ctrl = 0 velset = 0,0 anim = 0 sprpriority = 4 [State 990, ステート変更] type = ChangeState trigger1 = Time = 120 value = 6000 ;練習 [Statedef 11112] type = A movetype= I physics = A juggle = 1 poweradd= 10 ctrl = 0 velset = 2,-4 anim = 42 sprpriority = 2 [State 2030, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 1 value = 0, 3 [State 2030, 音を鳴らす(攻撃3)] type = PlaySnd triggerall = time = 0 trigger1 = var(4) = 0 trigger2 = var(4) = 1 trigger3 = var(4) = 2 trigger4 = var(4) = 3 trigger5 = var(4) = 4 value = 400, 2 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 2030, 月面揚力法] type = VelAdd trigger1 = time = 0 y = -5 ;振り返り [Statedef 11113] type = S movetype = A physics = S ctrl = 0 velset = 0,0 anim = 0 sprpriority = 4 [State 1940, 軸位置移動] type = Turn trigger1 = time = 1 [State -1, 明日への逃走] type = ChangeState trigger1 = Time = 10 value = 2010 ;尺調節 [Statedef 11114] type = S movetype = A physics = S ctrl = 0 velset = 0,0 anim = 0 sprpriority = 4 [State 990, ステート変更] type = ChangeState trigger1 = Time = 10 value = 2000 ;トドメ [Statedef 11115] type = S movetype= A physics = S juggle = 1 poweradd= 0 velset = 0,0 anim = 3700+var(9) ctrl = 0 sprpriority = 2 [State 3700, 音を鳴らす,カウンター] type = PlaySnd trigger1 = MoveHit trigger1 = var(21) = 1 value = 700, 5 persistent=0 ignorehitpause=1 [State 3700, カウンターメッセージ1P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 1 anim = 10405 ID = 10405 pos = 0,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 3700, カウンターメッセージ2P] type = Explod trigger1 = MoveHit trigger1 = var(21) = 1 trigger1 = TeamSide = 2 anim = 10405 ID = 10405 pos = 200,75 postype = left facing = 1 bindtime = -1 scale = 0.2,0.2 ownpal = 1 persistent=0 ignorehitpause=1 [State 3700, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 13 value = 0, 4 [State 3700, 音を鳴らす(かっ飛べオラァ!)] type = PlaySnd trigger1 = AnimElem = 3 value = 400, 26 channel = 13 freqmul = 1+FVar(39) volume = 255 [State 3700, ちょっとだけ無敵になりたい] type = NotHitBy trigger1 = AnimElem = 1 trigger2 = AnimElem = 2 trigger3 = AnimElem = 3 trigger4 = AnimElem = 4 trigger5 = AnimElem = 5 trigger6 = AnimElem = 6 trigger7 = AnimElem = 7 trigger8 = AnimElem = 8 trigger9 = AnimElem = 9 trigger10 = AnimElem = 10 trigger11 = AnimElem = 11 trigger12 = AnimElem = 12 trigger13 = AnimElem = 13 trigger14 = AnimElem = 14 trigger15 = AnimElem = 15 trigger16 = AnimElem = 16 trigger17 = AnimElem = 17 trigger18 = AnimElem = 18 value = SCA,NA time = 3 [State 3700, 軸位置移動1] type = PosAdd trigger1 = AnimElem = 7 x = 7 [State 3700, 軸位置移動2] type = PosAdd trigger1 = AnimElem = 8 x = 5 [State 3700, 軸位置移動3] type = PosAdd trigger1 = AnimElem = 9 x = 3 [State 3700, 軸位置移動4] type = PosAdd trigger1 = AnimElem = 10 x = 2 [State 3700, 軸位置移動5] type = PosAdd trigger1 = AnimElem = 11 x = 1 [State 3700, ヒット定義1P] type = HitDef trigger1 = AnimElem = 1 trigger1 = Facing = 1 attr = S, NA animtype = diagup damage = 400, 40 priority = 5 hitflag = MAFD guardflag = MA sparkno = s10075 guard.sparkno = s10070 sparkxy = -10,-60 pausetime = 35,35 hitsound = S20,6 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -20,-6 air.velocity = -20,-4 fall.recover = 0 fall = 1 envshake.time = 40 envshake.freq = 15 envshake.ampl = 15 envshake.phase = 15 [State 3700, ヒット定義2P] type = HitDef trigger1 = AnimElem = 1 trigger1 = Facing = -1 attr = S, NA animtype = diagup damage = 400, 40 priority = 5 hitflag = MAFD guardflag = MA sparkno = s10076 guard.sparkno = s10071 sparkxy = -10,-60 pausetime = 35,35 hitsound = S20,6 guardsound = 6,0 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -20,-6 air.velocity = -20,-4 fall.recover = 0 fall = 1 envshake.time = 40 envshake.freq = 15 envshake.ampl = 15 envshake.phase = 15 [State 3700, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1
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